When first playing this game, my group members and I were extremely confused. None of us had a clear idea of how the game worked (as the game is very free-willed based on the players).
Some issues that came up:
- The rules said 4 dice per player while we only had 8 total.
- After looking through other groups’ playthroughs, some had more than one tilt.
- A little confusing about the needs, wants, and location (didn’t know if people shared those or everyone had their own).
Looking back at our crafted story, it had the key elements of every action movie: suspense, romance, violence, a bag of weed, and the inevitable death of all players. Of course there were a lot of plot holes that we never thought to fill in (Why were we in the Arctic on top of an iceberg in the first place? Why did Deerboom even have the kilo of marijuana to begin with? How did Deerboom and Badass Bandito meet and why did they break up?) Although our individual characters did not possess all the literary vocabulary, the combination of the needs and motivations of former lovers, crime partners, and tour guides somehow meshed together very well and helped build a story that could truly be termed “Fiasco.”
Our scenario played like a movie scene in my head. It starts in a cave atop an iceberg, the least likely place you’d expect a shady deal to be taking place, progresses into learning the motivation behind each character, initiates the climax (aka the tilt where fear is so present in Deerboom that she decides to kill herself) and actually ends in everyone dying in the aftermath. I’ve always enjoyed storytelling and making up a variety of stories, so this game was right down my alley. Although a little confusing at first, I think Fiasco does a great job helping to develop characters, their relationships, and their motives because this is a role-playing game where YOU, the player, get to decide everything. Often when I play and RPG on a computer, I’m left figuring out who my character really is. I don’t hate it, but being able to directly control my character’s motives and actions makes the storyline so much more interesting. In many ways, I feel like Sean in Wolf in White Van when he got Chris Haynes and Lance’s written decisions on what to do rather than follow his set of choices. When my fellow players threw unexpected Resolves at me (such as having me run into the mafia where I get killed), I became a little pissed off, but also more intrigued in the game, as I wanted to repay the favor in the form of revenge.
In addition to having to collaborate with each other by contributing ideas to the story, playing Fiasco resulted in using creative juices that have been idle for quite some time. After middle school, teachers rarely asked for a creative writing piece. It was mainly just “Here’s a book. Write an essay on it.” Creating a story with others really felt more engaging rather than reading a story as a class.