100 Doors

> "All the rooms will have challenges you have to face. And the first person to successfully make it through the maze will be free. The rest will be imprisoned for life."
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The first RPG created by Hilt Member Jessie, *100 Doors* featured a group of criminals who were placed under trial for the attempted kidnapping of young Princess Fiametta. Unable to prove any of the seven villains guilty, they were imprisoned in a maze featuring ten rooms and one hundred doors. The first one to escape the maze, which was created by the Princess herself, will be deemed worthy enough walk away free, leaving the other six guilty of imprisonment for life.

Taking place 10 years before the Ojinjintka Adventures and the Hadropsey Incident, *100 Doors* tells the personal story of Princess Fiametta at the age of 10. The RPG is unique in that the players must go through a series of levels or "Rooms". Failing to complete each room's puzzle thus entering an incorrect door, forces the player a room or many rooms back.

## Plot and Setting

> "Flashbacks to the story
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> 3 weeks ago
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> News Broadcasts flood the television:
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> "Young Princess Fiametta is missing, believed to be
> kidnapped."
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> Kidnappers asking for 7.9 Billion dollars for her return.
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> King and Queen are out of town on a secret mission and are
> unable to be contacted. The Kingdom is in complete chaos.
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> (Pedestrians crying in the streets holding signs
> "Return safe Princess")
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> Interview with a pedestrian:
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> "I'm fearful for my safety...for my kids... for my kids
> kids... and for my kids kids kids AND for the poor pooooor princess."
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> (Some YouTuber turns the interview into a rap.)
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> ...
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> (It goes viral.)
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> -Opening Lines of the Game
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The RPG Setting is somewhere on Princess Fiametta's Island. After a failed kidnapping attempt, seven suspects were obtained for a trail where it was deemed by the Princess that they would be placed in a large maze to uncover the real villain.

Each character was asked to be created with a suspicious past and an excuse as to why it could not be their character who committed the crime - per the Game Master's instructions. No player was aware of who the true culprit was, as that would be revealed by the Game Master at the end of the RPG.

While each player was suspicious of each other in the beginning of Room 1, they eventually split off into different groups as most would pick similar Doors that they believed would bring them into the advancing Room. Near the midpoint of the game, it was discovered that the RPG favored and rewarded kind and peaceful decisions and moves, while negative or violent actions would usually result in unfavorable outcomes - even with higher rolls. One character for example, upon finding a sleeping, large polar bear, immediately ran up to hug the polar bear and show it kindness. This resulted in the bear following the player for the rest of the game.

At the end of the game, the players found themselves in the final Room 10, where one Door would lead to their exit. Each player hesitated however, having formed friendships along the way. A scramble and a fight took place as to who would sacrifice themselves and who would go free, when the argument was interrupted by the Princess herself and her guards.

The ending reveals that the maze was in fact a morality test, not an intelligence one. Each player/character was to grow as a person and change their ways through team work. The first person to selfishly leave the maze, was deemed the true criminal and was placed under arrest. The rest of the team was then recruited into the Royal Guard for an extremely large amount of money. The Game Master chose one character who was deemed selfish enough to be arrested. This form of justice was ultimately defective however, as the true villain was actually recruited along with the innocent party. A random roll, hilariously chose the player who may or may not have had something to do with the bombing of the Princess' Island, ten years in the future.

## Characters

### **Criminals/Players**

- Abismo Luctus

- Emre Celik

- Mahendra Morrelli

- Nelinha Almeida

- Rangimarie Korero

- Quigley Hearthstone

- Quinton Peterson

### **Royalty/NPCs**

- Princess Fiametta

- Arthur

- Rufus

- Ryan

## Reception

100 Doors received "Universal Praise" from Hilt Players! The game was complimented for its comedy, eccentric characters and NPCs, and the progression of the Plot. The RPG is a first to favor the choices of kind actions, instead of violence and betrayals. Players were meant to figure out this aspect of the game, despite the initial setting of criminals and distrust. The game's ending was similarly praised for its plot twist, the villain being the first one to leave the maze, and the reveal that the actual kidnapper was never caught.

Jessie was awarded Best Game Master for her creation of 100 Doors at the 4th Not-So-Annual Hilties.