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Faery's Tale Deluxe - Etud

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<strong>Tale</strong>s of the Fey<br />

Creating Adventures<br />

As the Narrator, it’s your job to come up with<br />

the adventures on which the heroic faeries<br />

of the players will embark. Fortunately, you<br />

don’t have to map out every twist and turn in<br />

advance. In fact, it’s better if you don’t, since<br />

the players will inevitably do things you never<br />

expected that take the story in whole new<br />

directions. Focus on the<br />

broad outline of the plot,<br />

particularly the starting<br />

point, and on what the<br />

antagonists are going to<br />

be doing. Don’t spend<br />

too much time trying<br />

to anticipate the actions<br />

of the players, and never<br />

devise a plot that hinges<br />

on a single action or a particular clue.<br />

If you’re uncertain about your storytelling<br />

abilities, start off by adapting favorite faery<br />

tales, such as the Jack and the Beanstalk<br />

Come play with me,<br />

I’ll tell you of the moon,<br />

And of the stars that shine and glitter.<br />

I’ll speak to you of fairy worlds,<br />

Of happiness and splendor.<br />

For Kids<br />

— 64 —<br />

adventure in this chapter. Change the original<br />

story just enough to make the faeries controlled<br />

by the players the center of attention. Often,<br />

this will involve having them rescue or help<br />

the original protagonist of the faery tale, such<br />

as saving Jack from the giant or Hansel and<br />

Gretel from the hag.<br />

But coming up with<br />

your own ideas for<br />

stories can be even more<br />

rewarding, especially<br />

—Sir J.M. Barrie<br />

since you can tailor<br />

them to the talents,<br />

interests, and desires of<br />

the players. Just think<br />

of the faeries as comicbook<br />

superheroes—<br />

unbeknownst to most people, they have<br />

amazing powers which they use to right<br />

wrongs, rescue others from danger, and, once<br />

in a while, save the world.<br />

Children at various ages have specific developmental issues that it’s useful for<br />

Narrators to keep in mind. Individual children go through these stages at different<br />

ages (and some stages are skipped entirely), so these are only rough guidelines of things<br />

Narrators should look out for.<br />

Children younger than 6 years old often have trouble remembering and following<br />

rules consistently.<br />

Moral issues are likely to confuse or bore children younger than 8.<br />

By age 9, kids can handle looser enforcement of the rules of a game without running<br />

rampant. They also are strong at conceptualization with language, making this a good<br />

starting age for interactive storytelling games featuring simple concepts like, “Defeat an<br />

evil dragon, then go look for another to defeat.”<br />

From ages 10 to 12, social skills become important, and literary influences begin to<br />

really ramp up. The children become more interested in their roles within a group, as<br />

opposed to just what the group does and the story of the game.<br />

The concept of “personal epic,” where actual success or failure is less important than<br />

how the faeries deal with the situation, kicks in around age 11.<br />

Children of different ages (or adults of different tastes) will often have desires for<br />

gameplay that differ, and a Narrator should take care to emphasize the aspects that are<br />

appropriate and that appeal to each player.

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