FIASCO: Directing a Unique Film

Before we met together to play the game, I ‘studied’ the instructions a lot and read many reviews online. However, I still did not really understand how to play it because every review is different in terms of content( every one has a distinct and unique story), but that is the core  element of this game, giving the players unique experience in a new world.

When we started to play the game, we were confused by the number of dice and how to set up the scene by choosing locations and other details. We spent about half an hour sitting there and figuring out the procedure. Fortunately, we took a look at other group’s script and roughly had the idea to continue. Since it is a game, everyone was trying to pick the most weird details such as drugs and murders and ridiculous characters whose names are like Deerboom, McDiggity and Badass to make it fun. We had a very pleasant time setting up all the elements we need and proceed to Act 1. After a pause for 10 minutes, we wrote plots in our head and played them and connected them to  really direct a film. Even though everyone only has a small piece of scenario, we combine them altogether to an integrity which contains intro, complication, climax and conclusion. And as we proceed, the characters are given more detailed personalities through their actions and dialogues in the game. We are in THE ICE, a place of nowhere and a place where all the weird things happen. McDiggity and my ex-boyfriend badass want to kill me to get the one kilo of drugs. I am so afraid of that, so I dig a hole to hide the drugs and kill myself (tilt). And in the end, we all die in the aftermath, which is a bad ending as how the game is designed.

Fiasco is my favourite game in this semester so far (my favourite list is always updating because the games in this class keep giving me surprise). Throughout the game, I was so engaged in our stories and nothing else distracted me from them. The absurd elements throughout the game enable us to create a new world where we can do everything we want in Act 1, screwed up everything in Tilt, going far away from what we originally expected in Act 2 and probably we all die at last in the Aftermath. It is a game which enable us to laugh a lot when someone is died again and also think a lot when coming up with a new scene. The process of gradually figuring out how to play the game with others also made me addicted to RPG, role playing game which I can collaborate with others and have an open ending. The video games I played earlier in this semester only have designed and limited endings and which bored me to play the second time, such as GONE HOME or freshman or the Stanley. Compared to them, the unexpected results are more engaging and compelling because I am able to play different games each time I play, with or without the same players I played together before. In addition, the interactions with friends during the game make the scenarios more real than playing with fake people online.

I learned how to collaborate with others to create a complete story, like reacting to their stories and to relate everyone to my stories. Besides collaboration, I realized that I also need to work on thinking as process. When I was thinking about my plot, sometimes I was unable to proceed based my previous plots. At this time, I listened to their stories first and then went back to my plots and revise it. It is similar to writing process. When I am stuck on one point, I can study other works and improve my own process, which will largely help me to streamline my writing process and flow.

 

Fiasco Reflection

Fiasco is a tabletop role playing game, that involves creating your own story, developing a plot and deciding your own ending. There is some guidance with story sets and a set amount of choices based on 6 sided die. Other than that, the players are left to develop their own story. Playing this game allowed me to view myself and what I look for in RPG’s because of the story that me and my group created.

My group decided to create a crime based story-line that involved a drug dealer his partner, the drug dealers son and separated spouses. Since we only had three players, some of us had multiple relationships which made for an even more interesting story line. We decided to choose one central conflict since we only had three players and that was that we wanted to get rich quick through robbing our boss, the owner of a super-market. Through just the choice of story, I realized that I myself really enjoy crime stories. From here, we began to develop our story even more by creating the most random scenarios possible. This consisted of drug deals and eventually murder scenes which by the end resulted in everyone being either killed or sentenced to many years in prison. Its safe to say that the plot unfolded into one big disaster centered around a bunch of small disasters that built up. It was interesting to see this because we had control over our own story and we could have made it end in a very ideal and unrealistic way but instead we chose to end it with my character going to jail.

Looking back, I personally am not extremely proud of the Fiasco story I helped create. I think that the story could have been more sophisticated in the sense that we could have developed the plot deeper than we did. It was too basic for what the developers appeared to want. One of the elements that I think made our story too basic was the fact that we kept a similar chain of events through-out. Looking back I think that there was room for small side stories to form but, in the interest of time we decided to keep moving forward. Despite the simplicity I did enjoy the game overall.

The experience of playing a tabletop RPG was completely different from a video-game RPG. One of the major difference that I disliked was the fact that everything was imaginative and there was no visible setting. I like to have images of the setting and characters in front of me, mostly because its what I’m used to in terms of gaming. The other reason is because it’s more fun when you can actually view the actions you choose to take as opposed to simply stating them in words. The time it took to play was also very dis-pleasing because I’m used to being able to play games for a short time and then taking a break. Fiasco takes a while to get used to and creating your own stories takes a lot of thinking.

After all the hard work that was put in to figuring out the rules of the game and developing a somewhat coherent but simple story, I enjoyed experiencing my first tabletop RPG. I don’t think I would play Fiasco again on my own with other friends simply because it is too time consuming and difficult but the experience was worth the time that was put in.

Life’s a Fiasco

This class continually surprises me. There was no way I would enjoy playing video games every week, but I do now. I didn’t think I could create a podcast, but now I have produced one with over eighty views. Most recently, I didn’t think a role playing game would be fun, but how wrong I was. Unlike other tabletop role playing games, Fiasco focuses on storytelling and a collaboration among the players. With only a couple of tips to get you going, it is completely up to you to create your very own Fiasco.

The gaming experience was interesting. Unlike my classmates who all played amongst each other, I played with my family at home. It was difficult to start in the beginning because I was playing with people who were not as invested in the game as I was nor were required to be. I was apprehensive as to how it would all turn out. I ended up playing with my brother and friend Willi. With some storytelling madness and inside jokes in mind, Diego and Willi became drug friends who ran a drug circle together, Willi and I became friends with benefits, and I attempted to enact revenge on my former coworker Diego. Our story was one of total revenge. As the driving force behind our whole story, I did everything I could to try to put Diego behind bars for making me lose my job. I was very interested in the progression of my own character instead of developing the whole story. In simplest terms, Diego was jealous of my progress at work and, using his drug lord connections, planted marijuana at my work place which eventually led to my termination. Finding out that Diego and Willi knew each other, I planned to use Willi who was enamored with me to get close to Diego and murder him. At first, I thought I was going to be successful in carrying out my plan; keep in mind that I really had to set things up and keep the ball rolling. Eventually though, Willi and Diego threw the game some curve balls. I was impressed. In the end, I was really proud of the story we crafted. One of my biggest problems when trying to write poetry or short stories or even painting is not knowing where to start or where to draw inspiration from. I appreciated that we were given freedom in choosing how the story played out but were given some starting points. It was just a matter of putting it all together. This experience really gave me insight on the writing process as a whole; it made me realize how every character is important for a story.

During the whole game, I mainly looked out for myself. I consistently made choices that would advance my character’s story without regard to anyone else. As the mastermind behind the whole story, I took it upon myself to try and make things happen as I wish. Throughout this process I definitely achieved the learning outcome of rhetorical composition. I learned to write a story using a game instead of a keyboard. It was weird in the beginning, but I really got into it. It was different than other things I have done in this class because I was collaborating with real people and trying to come up with an interesting story. Overall, I really enjoyed this experience.

 

 

 

 

Fiasco: RPGs and Entertaining Fake Realities

Never having the pleasure of taking part in a tabletop role playing game I must say that Fiasco was an interesting experience. My group, group 3, met up in the Starbucks at 7:00 P.M., awkwardly sat down and brought out our laptops to try and make sense of Fiasco’s rules. This was more challenging than anticipated. We spent over half and hour trying to set the darn game up! But this frustration was well rewarded: we wound up with whacky scenarios, weird settings, and bizarre characters to manipulate and play as. As a mainline and rather vanilla human being I laughed my butt off when the group member to my left set up our relationship as the drug dealer/manufacturer. I had no idea how to carry myself or handle myself in that role and it was fun for me to try and channel my inner Breaking Bad in order to create a more authentic character.

At the beginning of the game there was a general air of confusion and unease. We were all fidgety and had difficulties coming up with scenes and ideas; nobody had any idea how to react to each other or how to incorporate others into their plotlines. After we all gained more confidence and became more comfortable with one another we established our characters more and our scenes became more detailed. As the other characters and relationships came together and the plot began to solidify it was clear that there was some strange stuff happening in Antarctica. Also, we stopped being timid and began screwing each other over: There were stabbings and affairs and injuries, people lost limbs! Our plot was rather far-fetched but extremely entertaining. Anyone was perfectly capable of messing with everyone and we took full advantages of that, and in the end everyone died.

To me, this RPG is a step past a videogame. This is a game where you go beyond just navigating a character you become the character. You mold them, then assume their identity, and then, instead of just typing responses to other players or characters like one does in a videogame, you have to actually interact with the other players. Arguments get heated, fighting words are exchanged, and you can actually see how the actions and consequences affect all the people in the game. You have to look them in the eyes as you attempt to wreck their lives in order to better yours. This aspect of the game caught me off guard, I did not know how personally offended I would be when some imaginary character my character had a dysfunctional relationship with stabbed me in the back and tried to lead me to my doom. I also underestimated just how satisfying it was to come out on top, there was something about the claim that my character’s life sucked the least and that I was, in fact, victorious because I died last.

Fiasco definitely stressed the importance of learning objective Critical Thinking and Reading Results in Writing but in a very unconventional way. The definition of this objective on the website is “As they undertake scholarly inquiry and produce their own arguments, students summarize, analyze, synthesize, and evaluate the ideas of others.” Though I was not dealing with a piece of literature or a videogame in this situation I had to focus and analyze and evaluate my opponents. Are the outcomes of their turns displaying any patters? What was their though process behind that last move? What’s their endgame? What does their character want? Once I came to a possible answer to some of these questions I would develop counter measures that I could institute in order to combat the actions they executed against me.

Fiasco, once I got past the frustratingly tedious task of setting up, was one of the most interesting things I have done in Read Write Play as of yet. I would like to take this moment to state for the record that I was extremely proud of myself though, because I died last! I rolled a black 11, which is a very good role by the way, so I did not just die, somebody did not come by and just kill me, I murdered the drug dealer and then decided to off myself as to avoid trouble with the authorities. (So to the fake RPG police in Mactown, mwuahahaha you can’t convict me of anything because I’m dead!)

 

FiascoPhoto: Courtesy of Mady Arles

Fiasco REFLECTION

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.

Fiasco Brief Reflection

Fiasco really takes advantage of the different creative thought processes each individual player possesses. For our group, it was really interesting to see just how different of paths we took in terms of character relationships (ex. crime, former lovers, etc.) and needs. Also, I felt that setting up the scene was much more intriguing than actually playing through it, because the setup provided the “toolbox” for creation of the scenes in each act.

However, for me the game was very frustrating at times. Even after reading the rulebook our group seemed to have a very difficult time beginning the game. I feel that for many players it may be a turnoff if the setup itself seems very strenuous. Maybe this was because none of us were used to tabletop games (I’ve played very few), or maybe it’s because some elements of the game were missing (ex. 8 die were missing). Because we were so unsure about the set up and it’s components it made playing through the acts and making up the scenes seem so tedious and, more importantly, less “real” feeling. On top of that, there was a central tendency to try and make the story more and more ridiculous and unrealistic, a trend I feel most players end up following.

Fiasco Reflection

Due: April 4

(Edited to add: If you can’t get a substantive response as outlined below done by 4/4, then please put up at least a quick reflective post by then — at least write a paragraph or two in which you describe what was most interesting about the experience of writing this collaborative story together. I want you to at least take one pass at putting your thoughts down in writing before our class discussion on Tuesday.)

Once your Fiasco play group has finished playing, make sure as a group that you’ve filled out the Google sheet for your game session — note which playset you chose, the setup information, the dice rolls for Tilt and the Tilt details chosen, and the rolls for the Aftermath and the result from the Aftermath table. This information will help you to reflect on the game session.

Then each of you should write your own Fiasco reflection posts,in the form of an essay with complete paragraphs, not as a list of bullet point answers, about 500 words total. I’ve divided up the questions below along two lines, but structure your essay however is best for your argument. Your essay does not need to start with part 1 and then move to part 2. Ultimately, your reflection essay should be an argument where you explicate what you observed in the process, rather than a narrative.

As you reflect on playing Fiasco, I want you to think about the game session itself as a kind of writing while also thinking about the reflection on the experience as a writing exercise. In other words, for this assignment the primary text that you composed is the Fiasco game session and now you’re writing a reflective essay about that writing. Think about and explain in your essay how the game session itself and the reflection you are writing about it bring you to fulfilling the learning objectives for this course.

Note that there are way too many questions below for you to address all of them. You should read over all of them and spend some time thinking about all of them, then choose to specifically address the ones that will lead to the most thoughtful reflective essay.

Describe the Experience

Without just recounting the narrative in briefer form, describe what the game session was like. Identify some of the key choices that you made (for example, you should definitely indicate which playset you chose and identify the relationships you defined with the two players to left and right, at least) and give a sense of the type of story that you created with the other players in your group. Instead of retelling the story that your group wrote collectively, step back and consider the shape of that story and describe it:

  • What sort of story did you tell?
  • What sort of characters and conflicts did it contain?
  • How did the plot unfold?
  • What sorts of narrative moves did you all make together?
  • How did your Aftermath montage play out?
  • Are you proud of the Fiasco story that you crafted?
  • Look over the list of literary terms on the course site and think about how your story employed these devices.
  • How did playing Fiasco give you insight into elements of fiction or narrative structures, and can you apply these insights to other types of literature (video games, comic books, movies, or traditional literary texts)?
  • How was the experience of playing a tabletop RPG similar to, or different from, playing a video game RPG?

As you describe the experience, you should also explain your own feelings and choices during the process:

  • How did you feel at the start?
  • What were you expecting and were you surprised by aspects of the game session?
  • What sorts of roles did you individually take on during the game session?
  • Were there certain times when you were more active or more forceful versus other times when you sat back and invited others to drive the plot forward?
  • Did you take on particular roles during game play (were you the one always turning the story towards comedy? or the one always bringing darker elements in? were you the one keeping the group focused on moving the plot forward or always pulling off towards digressions? were you consistently narrowing or broadening focus?
  • Were you more interested in role-playing your character directly (acting the part) or in describing scenes from an outside perspective?

Pattern Recognition and Learning Outcomes

In your reflection essay, you should also identify patterns that you noticed in your own behavior and thinking and the story that you created. Identify which of the learning outcomes you fulfilled during the process of game play — name and link to the specific outcomes, while providing at least a sentence or two explaining how this composition speaks to that outcome.

You might also address some of these questions:

  • Were the strategies, skills and procedures I used effective during gameplay?
  • Do I see any patterns in how I approached my role in the writing of this story?
  • How was playing Fiasco similar to or different from the other work you’ve done this semester?
  • What have I learned about my strengths and my areas in need of improvement?
  • How am I progressing as a learner?
  • How can I apply the skills I used in crafting this Fiasco story to future writing projects? Where can I use these skills again?
  • What was the most interesting aspect of writing a Fiasco story?
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