The Mascot TITLE OF SOURCE: AUTHOR'S NAME - FIRST: LAST: DESCRIPTION: Visual Text The first act opens with a vintage festival. The peasants are all rejoicing except Rocco, the farmer, who has had bad luck. Pippo, his shepherd, whom he had sent to his brother for help, returns with a basket of eggs and a letter in which he informs Rocco that he has also sent him Bettina, his turkey-keeper, who will bring him prosperity, as she is a mascot. Pippo, who is in love with Bettina, waxes eloquent over her charms, but when she comes she is coldly received by Rocco and ordered to go back. As she is preparing to leave, Prince Lorenzo, his daughter Fiametta, Prince Frederic, and others of a hunting-party arrive and stop for refreshment. Prince Lorenzo, who is one of the unlucky kind, learns by chance of Bettina's gift, and determines to take her to his court; but Rocco objects. The Prince, however, gains his consent by promising to make him Lord Chamberlain. The party sets off homeward with Rocco in good spirits and Bettina sad, while poor Pippo is left behind disconsolate. COMMENTS: Visual Text The "good luck charm" nature of the title character would need to be explained for it to make sense to a modern audience, and the straightforward nature of the plot further complicated. CANDIDATE FOR ADAPTATION?: --- not set --- Not reviewed Promising Unlikely SOURCE MATERIAL: Fable Novella Play Plot summary Short Story -- Parent -- GENRE: Comedy Comic Horror Detective Drama Fable Fairy Tale Fantasy Folklore Folktale Ghost Story Melodrama Mystery Myth Operetta Other Romance Suspense Young Audiences -- Parent -- SETTING: Africa America England Europe Fantasy International New Zealand Pastoral Rural Rustic Science Fiction -- Parent -- LENGTH FOR ADAPTATION: 10 Minutes 15 Minutes 30 Minutes 45 Minutes 60 Minutes 90 Minutes Two Hours -- Parent -- URL FOR PDF DOCUMENT: TheMascot.pdf