
Shrek III GenCon 2004 Demo
This demo began with only 4 simple Tenets. The story was to be a
sequel to Shrek II. It was to involve Shrek and Fiona's
children. There would be a talking crow who got the children in
trouble and Shrek and Fiona would be dead. Yes dead. 2 minutes
into play and we'd already killed off two animated screen icons beloved by
children everywhere.
The first scene opens in the swamp with two ogre children, Brian and Jenny,
weeping in front of the gravestones of their parents. Its been
exactly 1 year since Shrek and Fiona were betrayed and killed by the
dastardly Puss-in-Boots. They've been living with Donkey and his
half donkey - half dragon children Benny and June. Donkey and Dragon
have gotten divorced although the kids still fly off to see their mother
every other weekend and on holidays.A large black crow named Crackle has become a playmate to the four
children. He's something of a trouble maker but the kids trust him
as the only adult they know other than Donkey. He swoops in and
tells the children not to cry. There may be a chance to get their
parents back. He just overheard his old pal Bubo the Owl say
something that makes him think they still might be alive. Crackle
suggests they go and ask the wicked witch who lives in the Gingerbread
House in the middle of the haunted woods. She may be able to look in
her crystal ball and help out. Apparently that whole Hansel and
Grettle thing was just a big misunderstanding.
In the next scene we see Brian and Jenny riding on their flying donkey
playmates Benny and June swoop down into a clearing in the haunted woods,
right next to the Gingerbread House. Flying donkeys are awfully
convenient.
Bubo the owl is sitting on the roof and challenges the visitors with a
"whoooo goes there". When he sees Crackle he calls him
various nasty names. Here we have to pause play for a Challenge
where we reassert that this is to be a PG movie and replay that
part. Crackle swoops down with his claws
outstretched. Apparently they aren't such good pals after all.
Bubo beats the air with his massive wings, causing a gust of wind that
blows Crackle backwards, but not before he snags a key that hangs from a
chain around Bubo's neck.
A grandmotherly lady come from the cottage and calms the birds
down. Inside the cottage Brian and Jenny are treated to a bowl of
hot porridge while Benny and June wait outside. Bubo, being a
psychic owl, has already informed the witch of why the children are
there. Here, movie goers would be treated to a montage of images
from the first two Shrek movies as the witch summarizes their
events. She then informs them that Puss-in-Boots was indeed convicted of
the crime of killing Shrek and Fiona and was banished to Never Never
Land. She's not sure, however, that he actually did it, nor that the
parents were actually killed. Their bodies were never found.
Brian and Jenny resolve to find Puss-in-Boots and try to learn the
truth. When they ask the witch how to get to Never Never Land she
replies "second star on the right and straight on till morning,
of course".
Our next scene involves the four children arriving in Never Never
Land. I told you flying donkeys are awfully convenient. Below
them is the Hollow Tree where the Lost Boys live. They see Puss is
chained up dangling from the tree while Peter Pan and the Lost Boys have
him on trial. Puss has been caught stealing food and now Pan is
going to pronounce sentence.
Smee is there representing Hook and the Pirates. He is asking Pan
to turn the cat over to them. They will feed him to the crocodile
and while the croc is distracted finally be able to escape from it for
awhile.
Brian and Jenny swoop down proclaiming that they need Puss to tell them
about their parents. The Lost Boys aren't all that interested in
parents and Pan gravely informs them that they're in the wrong fairy
tale. While Jenny keeps Pan distracted, Brian and June fly
over to Puss, but they can't release him until Crackle remembers the key
he stole from Bubo which unlocks the chains. Puss promises them that
he can lead them to their parents.
At that moment the pirates show up in their flying pirate ship. Hook
is determined to get Puss by fair means or foul and a great battle between
the pirates and the Lost Boys ensue. The pirate ship fires its
cannon at the Hollow Tree, but Benny and June (being half dragon) fly
around and use their flame breath to melt the cannon balls before they
hit.
While Peter and Hook are dueling on the
deck of the ship, Tinker Bell sneaks below. The pirate ship can fly
because Hook has imprisoned a large number of fairies in great glass
lanterns and their trapped magic is what keeps the ship floating.
Tinker Bell releases the fairies and causes the ship to crash.
Most of the pirates were trapped under the
wreckage of the ship, but Hook was thrown clear.
In the confusion Brian and Jenny escape
with Puss on the backs of Benny and June flying up towards the star that
will lead them home.
But Smee isn't done. He manages to
capture Tinker Bell in a sack, and using her trapped magic to fly, he
flies after the children.
Hook sees his cat, the key to being free at
last from the crocodile, escaping and begins to think many evil nasty
thoughts. Everyone knows that Peter Pan can fly by thinking happy
thoughts. We now discover that thinking evil nasty thoughts makes
Hook happy. He begins to fly and chases after Smee.
The crocodile has been lurking in the water
nearby. He has been enchanted to follow Hook where ever he
goes. Since Hook is now flying up towards the stars, the Croc
follows after him.
In the chase Brian gets confused and picks
the wrong star. The ogre children riding on flying donkeys arrive in
the sky above modern day New York. They are followed by Smee with
Tinkerbell, Captain Hook thinking evil happy thoughts, and the ticking
Crocodile.
We figure this would make a good pilot
movie for a TV series on the Disney Channel. Each week, the children
would crash through a different fairy tale until ultimately discovering
what happened to Shrek and Fiona.
Featured Effect, Universalis and New Role Players:
This demo was run for a girl who was helping her parents out at a nearby
booth and who'd come over to see what was going on at ours. She
hadn't really done any role-playing and at first was a little hesitant
about how to start. This isn't all that unusual in Universalis where
the ability to "create anything" can be somewhat intimidating.
The routine I'd hit upon for running demos
at GenCon was to introduce the mindset required for playing the game as
imagining that all of the players are screen writers in Hollywood
brainstorming up a script for a new movie or TV pilot. This proved
effective overall at getting past the traditional GM and Player Characters
division of most role-playing games. It also proved effective at
getting non role-players to grasp the point of play quickly. Much
more so than the typical "its like playing cops and robbers or
cowboys and indians" text we often see.
In this case in particular it was a
particularly effective approach. The player hit on a movie she
liked, in this case Shrek, and we were off to the races. After the
first couple of rounds around the table she had picked up the basic
mechanics and was fully into the game throwing out ideas and plot twists
with the best of us. She also quickly got the hang of the Challenge
mechanics refusing to back down on the idea that Shrek and Fiona were dead
or that Puss in Boots had killed them and skillfully getting other players
to add their Coins to hers to defend it.
Its tempting to think that role-playing
requires a higher than usual level of creativity and that non role-players
don't role-play because they're not creative enough. But really,
role-players hardly have a monopoly on interactive creativity. We
just have an unusual way of applying structure and game rules to it.
Often its that structure and those game rules that keep non role-players
away from role-playing. That and the often unusual cultish culture
that surrounds our hobby.
I've found Universalis to be especially
appealing to non role-players because the structure of play is much more
in line with what they consider a normal game structure; as opposed to the
rather byzantine and somewhat opaque structure that has grown up around
traditional RPGs.
---Ralph Mazza
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