Playtesting tonight: Fiasco + *World = gripping RPG miniseries? Taking small steps toward the next thing.

Playtesting tonight: Fiasco + *World = gripping RPG miniseries? Taking small steps toward the next thing.

Playtesting tonight: Fiasco + *World = gripping RPG miniseries? Taking small steps toward the next thing.

6 thoughts on “Playtesting tonight: Fiasco + *World = gripping RPG miniseries? Taking small steps toward the next thing.”

  1. Last week we played Fiasco with character sheets and 2 dice per player — everyone just rolled their two dice and chose elements when it was their turn instead of pulling dice from a central pool. Everyone had to have a Relationship and a Need; the third card could be an Object or Location. Then I had them assign stats (Tough, Steady, Fast, Sharp, Bold, Wild) from +2 to -2, all adding up to 0. We played GM-less, Fiasco-style, with a basic Moves list (no classes, no class moves). Old West playset.

    Everything worked except the GM-less part (mostly down to some players being uncomfortable with making mechanical calls), so this week we’re trying with me as GM, and no Tilt, with the idea we’ll play out a situation over several sessions.

    This is all geared towards a particular setting in the long run, but right now we’re just playing with possibilities.

  2. One of the first alterations I Personally did were rolling up things instead of the Central Pool and that everyone has a relationship. I can relate to decisions leading to that. But otherwised never felt the need to put a GM (or Director, as Fiasco always felt like a Movie to me) or stats up.

    Your decisions to roll back to some regulating RPG-Mechanics sounding very interesting for a more focus but less freeform gaming. This could regulate the complete gonzo derailing that happens sometimes in Fiasco (the unfunny and annoying gaming fiascos)

  3. We rolled for things too, instead of picking from the pool. I always asked them to frame the next scene, but jumped in to frame whenever no one had a clear idea. I assigned NPCs to other players as needed, played some myself when I felt moved. I thought of my job more as facilitator than director, tried as much as possible to let the story go where they took it. We skipped the  black-die/white-die push and let 10+, 7-9, 6- do that job.

    I actually prefer this way of playing Fiasco now, because I enjoy following the dice more than making more conscious narrative decisions.

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