Wednesday, April 10, 2024

Retrospective: Prince Valiant: The Story Telling Game

When I was kid, I always looked forward to the Sunday edition of the local newspaper, because it had this enormous color comics section. Truly, there were dozens upon dozens of these strips – everything from Peanuts to Garfield to Hagar the Horrible and more. Also present were a number of "old" comics, like Mark Trail, Apartment 3-G, and Mary Worth, whose continued presence baffled me. Who read these comics? Certainly not I, nor any of my childhood friends. 

However, there was one "old" comic that I often did read: Prince Valiant. I did so partly because of the comic's subject matter, Prince Valiant was set, as its subtitle proclaimed, "in the days of King Arthur" and I had long been a devoted fan of Arthurian legendry. Furthermore, Prince Valiant was beautifully drawn and had a very – to me – strange presentation. There were no speech balloons or visual onomatopoeia, just lots of text arranged like storybook. 

I was never a consistent reader of Prince Valiant, but, when I did take the time to do so, I almost always enjoyed it. There was a sincerity to the comic that I appreciated as a youngster, as well as an infectious love of heroism and romance (in all senses of the term). I wouldn't say that Prince Valiant played a huge role in my subsequent fondness for tales of fantastic adventure, but there's no doubt that it played some role, hence why I took an interest in Greg Stafford's 1989 roleplaying game adaptation when it was released.

Stafford is probably best known as the man behind Glorantha, the setting of RuneQuest. For me, though, Pendragon will always be his magnum opus – and one of the few RPGs I consider "perfect." Consequently, when I eventually learned of the existence of this game, I was intensely interested. How would it differ from Pendragon? What specifically did it bring to the table that justified its existence as a separate game rather than, say, a supplement to Pendragon? These are questions whose answers I wouldn't learn for quite some time. 1989 was something of a tumultuous year for me; I was busy with other things, and it'd only be sometime in the mid-1990s that I would finally lay eyes upon Prince Valiant.

The most obvious way that Prince Valiant differs from Pendragon is revealed in its subtitle: "The Story-Telling Game." Now, some might immediately think that, in this instance, "storytelling" is simply a synonym for "roleplaying" and you'd be (mostly) right – sorta. The important thing to bear in mind is that Prince Valiant is intended as an introductory game for newcomers to this hobby of ours. Consequently, Stafford tries to use common sense words and concepts that aren't rooted in pre-1974 miniatures wargaming culture. Hence, he talks about "storytelling" rather than "roleplaying" and "episodes" rather than "adventures" or "scenarios" and so forth. The result is a game that's written in a simpler, less jargon-laden way than was typical of RPGs at the time (or even today).

At the same time, Stafford's use of the term "storytelling" isn't simply a matter of avoiding cant. Prince Valiant is, compared to most other similar games, intentionally very simple in its rules structure, so that players can focus on the cooperative building of a compelling narrative set in Hal Foster's Arthurian world. Additionally, the game provides the option of allowing even players to take over the story-telling role within an episode, setting a new scene or introducing a new character or challenge. The chief storyteller, which is to say, the referee in traditional RPGs, is encouraged not to ignore these player-inserted story elements but instead to run with them, using them as a way to introduce unexpected twists and turns within the larger unfolding narrative. 

The other clear way that Prince Valiant differs from Pendragon is its rules, which can fit on a single page. This makes them easy to learn and remember, as well as to use. Unlike more traditional RPGs with their assortment of funny-shaped dice, Stafford opted in Prince Valiant to use only coins. For any action where the result is not foregone, a number of coins are flipped, with heads representing successes. The more heads flipped, the better the success. In cases where a character competes against another character, such as combat, successes are compared, with the character achieving the most successes emerging victorious – simplicity itself! 

Last but certainly not least, Prince Valiant differs from Pendragon because of the pages upon pages of beautiful artwork derived from the comic. Not only does this give the game its own distinctive look, it also highlights its adventuresome, Saturday matinee serial tone in contrast to the heavier, occasionally darker tone of Pendragon and the myth cycles on which it drew. That's not to say Prince Valiant is unserious or "for kids," only that it's a fair bit "lighter" than its "big brother" and thus probably more suitable for younger and/or less experienced players. In that respect, it makes an excellent first RPG.

It's worth noting, too, that the bulk of Prince Valiant's 128-page rulebook is made up not of game mechanics but of advice and tools for players and storytellers alike. Stafford quite obviously distilled the lessons he learned from his many years of playing and refereeing roleplaying games, presenting them in a conversational, easy-to-understand way. Indeed, I've met many people over the years who've claimed that Prince Valiant's true value is not so much as a game in its own right, despite their affection for it, but as an introduction to roleplaying. True though this is, it's also undeniably an excellent game that I'd love to play some day.

That's right: I have never played Prince Valiant and am not sure I ever will. The copy I read years ago was owned by someone else and I've never found a used copy at a reasonable price. I recall that there was an updated or revised version published a few years ago. It doesn't appear to be available through the Chaosium website, alas. Mind you, I certainly don't lack for good RPGs to play; it'd just be great to give this classic one a whirl one day.

15 comments:

  1. It would be well worth your while to do so. I agree with your opinion of Pendragon as a rpg and I must also agree that Pendragon was Greg Stafford's magnum opus; his passion for the Matter of Britain had an immense impact on the games he designed.

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  2. I never read Prince Valiant as a kid since the newspaper we got didn't carry it. Luckily I'm part of a group that reads and talks about newspaper comics and Prince Valiant is a highlight.

    They recently rebooted Flash Gordon and I highly recommend it.

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  3. Saturday morning cartoons and Sunday morning comics... something that future generations will miss out on! I need to see if they offer Prince Valiant in an omnibus series, you really had to read it consistently to keep up with the storyline.

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    1. Check out Fantagraphics for that. They do a lot of old newspaper strip compilations, all very high quality. Also used to be the company behind our local comic shop back in my childhood.

      https://www.princevaliant.org/valBookSeries/

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    2. I looked it up this morning and found them! Very nice... I am thinking it would make a great Christmas present to myself and the bro who also read it religiously!

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  4. I love vintage Mark Trail, Apartment 3-G, and Mary Worth! In my 50's they are much more fun to read and the art is top notch - unlike most of today's comics/

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  5. Prince Valiant was one of the only "serialized adventure" comics left in the local paper when I was a kid, and is gone entirely now. The only other one was Mark Trail, which (even 50-odd years ago) was not much of an adventure. I was absolutely overjoyed when Ron Goulart and Gil Kane collaborated to create Star Hawks in 1977, and read it faithfully throughout its four-year run. Really far and away the best comic of its kind made in my lifetime, and a loving homage to the days of the old when adventure comics were commonplace. Between Prince Valiant and Star Hawks I developed a real love for the sub-genre as a child that's only gotten stronger as I delved into the newspaper comics of the past.

    https://en.wikipedia.org/wiki/Star_Hawks

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  6. Prince Valiant is a superb role-playing game. In my opinion, it's one of the best. I was lucky enough to find one on eBay for a reasonable price a few years ago. A deluxe hardcover edition was crowdfunded on Kickstarter, but I suspect they only produced enough copies for backers, which is a great pity. It's a game that deserves to be in print forever.

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  7. "I never found a used copy at a reasonable price" sums up a lot of my RPG life...

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  8. I'm loving the new comment system! There are two used copies on Amazon right now for around $50.
    https://www.amazon.com/Prince-Valiant-Storytelling-Greg-Stafford/dp/0933635508

    Looks like there was a kick starter for a new edition in 2019?
    https://www.kickstarter.com/projects/1861515217/prince-valiant-storytelling-game-by-greg-stafford

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  9. A superb game. I don't know how much it directly guided the subsequent development of the 'storyteller' sub-genre of TTRPG's, but it clearly was out in front of that trend. One thing I really appreciate about it that the simplicity of its rules doesn't reflect the inability of the core system to resolve things we're used to resolving in fantasy roleplaying. Rather, simplicity here is the product of very clever design, using different levels of abstraction and very parsimonious mechanics to provide a way of handling everything quickly, intuitively and efficiently. Also, characters are in one respect very simple (just two stats) but in another respect they are much more nuanced than PC's in supposedly more complex games, due to the way traits and skills work, and how they interact with stats and rolls. Finally, it is the first game I encountered that provided a kind of 'meta' currency for both and PC and NPC power and influence over plot, in the form of the special powers. The whole thing is just brilliantly designed and presented. And it is highly amenable to house rules that let you explore some issues in more detail if you wish (e.g., a small handful of house rules can make combat more dynamic and granular; the special powers rules provide a very straightforward way of representing magic and other supernatural powers, creatures and events). One of the best games you probably haven't seen. Nocturnal Media republished the game, along with a companion book of scenarios; if you missed it, I highly recommend you track down used copies of these.

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  10. I never saw the game until maybe ten years ago; I was just stunned at the design. And even though I like Val, I can't help but think that the game-system would be perfect for Barsoomiam adventure (which is even pulpier and more romantic than PV): everyone is a warrior and everything revolves around Fame. Bam!

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  11. I have always loved the comic strip since I first encountered it in the 90s. In many ways it paved the way for my enjoyment of other, more adult (as opposed to Asterix and the like which are for all ages) comic books, Lt. Blueberry being the biggest one for me.

    When I found the Manual at my local library, I knew I had to at least read it. And it ended up being my first RPG, which I played for about 2 years every week with 2 friends and, occasionally, my sister. I remember it very fondly, and I was able to purchase it recently online. I'm looking forward to playing it with my children.

    I recall the gameplay being very agile and never getting in the way of the story (contrary to what I experienced later with MERP or Rolemaster).

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  12. I have a copy I picked up for $10 in the mid 2000s. You can have it if you want. Name your price. Contact me at warwell2 AT yahoo DOT com.

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