
The Rise of Set GenCon 2004 DemoFor
this demo we established that the story would be a fantasy set in ancient
Egypt. The Pharaoh's son has been kidnapped. There is a
prophecy about the return of the evil god Set which will be fulfilled if
the son is not returned in 10 days. We knew from the beginning, as
part of the Tenets, that the villain behind this prophecy would be the
Pharaoh's chief advisor, Sekhem. We also knew that one of the
advisor's chief servants is having second thoughts about his participation
in this plot and has left a map to the son's whereabouts.
The first scene opens in the throne room where the Pharaoh has just given
orders to the captain of the guard to find his son. Sekhem assigns
his servant to help in the search, and to sabotage it as necessary.
But the servant instead warns the guard captain of the advisor's
plot. He saw Sekhem reading the rituals to summon Set back to Egypt
from an ancient scroll.
The captain reports this to Pharaoh who
doesn't believe the ridiculous story and orders the servant thrown in
chains. The queen isn't so sure, and orders Sekhem to be brought
before her. But Sekhem slips away down a secret passage.
Anuka, a Priestess of Isis, informs the
queen of the prophecy and her suspicions of Sekhem's role in it.
When Sekhem's servant reveals the location of the secret passage, Pharaoh
orders his guards to go down it, and Anuka secretly follows them.
The route leads down into catacombs beneath the palace and as the guards
follow the servant's map they set off a trap which collapses the passage
way. All of the guards but the captain are killed and Anuka must
find another way around.
Meanwhile, Sekhem has reached the Pharaoh's
son and has taken him to a natural cavern beyond the catacombs. An
inky dark river runs through the center of the cavern. There is
something stirring beneath the surface. The son is shackled to a
post at the river's edge.
Here it is revealed that Set is trapped in
this underground river. If one of the royal dynastic bloodline is
drown in its waters before the next planetary alignment (in 10 days), the
prophecy will be fulfilled and Set will be free to bring a new age of
darkness upon the land.
While Sekhem is busy preparing the ritual,
Anuka reaches the chamber. She has had a vision from Isis that has
led her here and knows what the return of Set means. She cannot
allow the Pharaoh's son to be drowned in that river. She also knows
she is not powerful enough to defeat Sekhem's sorcery. So before the
advisor can stop her she reaches the boy and with her ceremonial dagger
slits his throat. Already dead, he cannot fulfill the prophecy.
Set arises from the river in rage. He
speaks words of doom and dark magic. The priestess desperately tries
to ward off his power with her charms.
At this point, the lost guard captain
enters the chamber. The advisor is in the midst of casting a dark
spell when the captain strikes him unconscious and throws him into the
river. He then tries to take the boy out of the chamber.
Here it is revealed that Sekhem, the Chief
Advisor to Pharaoh, is actually of the royal bloodline himself and was
seeking to usurp his cousin's throne. As he drowns in the river his
own death fulfills the prophecy. Set is unleashed to bring darkness
upon the land.
Featured Effect, Twists and Turns:
This demo was characterized by the many twists the story took. From
the beginning we knew what the problem was (the son and the prophecy), we
knew who the villain was (Sekhem the chief advisor), and we knew how to
start solving the problem (the map to the son's location). All of
this was outlined in advance and known to all of the players right from
the tenet phase.
Yet it was from there that all of the
interesting stuff happened. In traditional play it is common place
for the GM to try to keep secrets from the players so they won't figure
out the mystery too soon and ruin the story. Here, however, we
started already knowing most of the key secrets, and due to the authority
given to the individual players to direct events still wound up with
plenty of suspense and plot twists.
The Pharaoh sends the guards to find his
son. Twist: Sekhem sends his servant to sabotage the guards
efforts. Twist: the servant betrays Sekhem to the guards.
Twist: the Pharaoh doesn't believe him. Twist: the queen
does. Twist: Sekhem escapes down a secret passage. Twist: the
servant knows the passage and in fact that's what the map is of.
Twist: Sekhem moves the son's location so now the map is useless.
The guards and the priestess set off after
Sekhem. Twist: a trap collapses the passage. Twist: a vision
allows the priestess to arrive anyway. Twist: Sekhem's already on
the verge of fulfilling the prophecy by drowning the boy. Twist: the
Priestess kills the boy herself so the prophecy can't be
fulfilled.
Most of the guards were killed by the trap
in the passage. Twist: the Guard Captain survived and arrives in
time to defeat Sekhem. Twist: throwing Sekhem in the river fulfills
the prophecy anyway.
The entire demo was an example of playing
hot potato with the plot. In appearance it resembles play where a GM
has a huge multi-branching storyline and the players choose one branch or
another as they move through it. But the big difference is that the
branching story line was created in play dynamically in real time.
The chosen branches were developed further and the non chosen branches
where never developed at all. The process was at once both
cooperative and, with this group of players, (which included co-designer
Mike Holmes) rife with one-ups-manship as each player strove to be the one
to come up with the absolute coolest ending for the story.
---Ralph Mazza
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