This demo for potential customers, like many at the
con, began with the genre of Science Fiction. Our setting for the game was
a mining colony on a distant world. It was to be a gritty realistic
setting with no virtual reality cyberspace, or other cyberpunk extremes.
There were, however, psionics. The humans were there to
mine psi crystals which were extraordinarily valuable for they allowed
people to tap into latent psychic powers. The humans had wrested control
of the planet from the native species of alien beings whose psionic powers
were so developed that they’d never developed a need for advanced
technology themselves. There were two problems, however. One, exposure to
that many crystals over time could enhance a man’s psychic powers to
extraordinary levels…while simultaneously driving him insane. Two, the
aliens who’d been driven away from the colony site wanted it back, and
the psychically deranged human miners were their ticket home.
My instructions to this group of players was the same
as I’d used many times. To think in terms of a powerful opening scene
for a movie. When a player thought enough background had been developed to
give them an idea for one, the game would move to the first scene. Being a
demo, we developed the background much more sketchily than I normally do
for games meant to be played over several sessions, but this proved to be
a perfect amount to promote quick, movie-like, one-shots.
The first scene of the game opened in a deep shaft of
the mine. There were several miners in enviro suits equipped with sonicvibe
mining tools. One of them, a man named Kurtz, had been in the mines
too long and his latent psionic ability had just burst forth. Wracked
with pain and Screaming Crazy, Kurtz lashed out at he stumbled
around the mine shaft. A nearby miner died with the tip of Kurtz’s vibro
tool bursting through his chest.
Against the far wall of the mine shaft, standing on a
high platform of scaffolding was Engineer Blackthorn. He was in charge of
this mining crew and this wasn’t the first time he’d seen a miner go
berserk. He was prepared for it and drew forth a heavy gun loaded with
powerful tranquilizing darts.
In the Complication that followed, Blackthorn managed
to shoot Kurtz with a dart, but it wasn’t enough to put the miner down.
Enraged, Kurtz ripped apart the metal scaffolding with unleashed
telekinetic powers sending Blackthorn plummeting to the floor far below.
As Kurtz escaped deeper into the mine shafts we saw Blackthorn’s fall
slow and stop. The Engineer hovered just off of the ground before landing
on his feet. Blackthorn, its revealed, is a powerful telekinetic
himself.
In the next scene, the Framing Player flashed forward
in time several days paying each of the other players 1 Coin to do so. The
location was a detention center in an orbiting space station above the
planet. Kurtz was imprisoned, ineffectually raging, in an energy field.
Blackthorn, revealed as an undercover psi cop, was reporting to his
superior officer.
We ended the game session with a dialog on the
dangerous increase in violent psychic reactions among the miners and what
it could possibly mean. All in all it was a powerful opening for a
continuing campaign in just a brief 30 minute demo with first time
players.
Featured Element, Flash Forward:
The ability
to set the time of any scene is one of the most powerful tools in
Universalis. For most scenes players will use the default free setting of
having the scene occur immediately after or concurrently with the previous
one. But on occasion, a well framed flash back can be key to really
opening up depth in the story.
In this demo a first time player demonstrated a
skillful use of the more difficult-to-master: flash forward. Thinking like
a movie director cutting the scene (or more accurately the movie editor),
this player skipped ahead to the important stuff. The second scene could
have been a continuation of the first, with a scene of Kurtz running
through the mineshafts being hunted by Blackthorn and various security
elements complete with lots of violence to innocent miners and equipment
and plenty of psionic special effects. But the player intuitively
recognized that the story was not about this confrontation between Kurtz
and Blackthorn. This was just a taste to cue the audience on what was to
come. The real story lay in uncovering the alien plot and dealing with
what was likely to be a full psionic war complete with mind controlled
deranged miners. There would be plenty of opportunity for high FX scenes
of wanton violence in the mines later on.
So even though this was just a brief demo played right in the booth in
the exhibitor hall, and we ended the game with the scene in the orbital
station, it was obvious that we had the makings of a pretty decent story;
complete with a group of players who understood the concept of scene
framing and pacing. Even though I needed to end the demo to get back to
other things, I was left really wondering what this group would have come
up with for a third and fourth scene.
----Ralph Mazza