I got frightened when I first saw the Fiasco instructions with 130 pages, worrying about how I can play the game with such complex rules. But the things turns out pretty nicely, despite I felt confused at the beginning of the game, I played my character throughout the game and did enjoy the time. There is no “Game Master” or “Dungeon Master” of the game, which is the unique part of Fiasco as an RPG.
Feeling awkwardly at first, we took about 40 minutes to set up the settings. We choose out the location to be the Suburban community. The settings are abnormal: skewed relationship, eccentric objects, and creepy needs. Despite we can choose the character and needs we want to, the choices are limited.
Tannis is the name of my character, which is a guy. The experience is unforgettable because I felt like I really stood on the perspective of the opposite sex. Unlike other RPG, the sex and role already created for you, Fiasco allows the players to fully development the personalities of the character. I had a criminal relationship, thieves, with my right partner, Bob (Billie), and a rivalry relationship with my left partner, Chad (Ian). Bob and Chad were distant relatives. The connection between players tightly bonds us, in order to grow the web among these relationships. I want to get even with Chad because my dreamboat, Chad’s ex-girl friend, killed herself when Chad broke up with her in high school. I premeditate cautiously but none of my plan threatened his life. I own a supermarket in Apple Valley with Bob, under the cover; we are accomplice in smuggling arms and diamond with corrupted police. Our story is kind of driving to a dead end at the end of Act 1. After infusing two new elements in our existing scenes, the story had surprising moved towards the climax. Chad was killed by her ex-girl friend, who was thought to be dead but not. As our black business exposed, I was arrested and Bob was waiting for a trail on the drug scandal.
As went along the process of set up and resolve scenes, I strongly felt I was writing a fiction collaborately instead of individually. For the property of the game, the relationship web tied every player together, so each role should be in the story, not necessarily in every scene. Despite only all character in one scene, we also should take them into account to set up the scene, considering the impact on them. Every move for each role could cause directly or indirectly influence to other character, so we need to discuss and alter our scene before change it to a real plot in our story, which is very similar to writing as process. We were revising, editing and drawing reflection in every step when writing our own stories.
We employed climax and conflict to our story subconsciously. As I mentioned above, our story was hard to proceed before tilt, we then added Chad’s ex-girlfriend was not dead and she came back for revenge with Chad to the storyline. Tannis (the character I played) suffered from a dilemma, for the only reason that he avenged Chad is not real. The back of ex-girlfriend turned not only Chad’s life, but also the life of Tannis as well, thus pushing the story to climax.
I really like the end of act 2, aftermath. Due to the color and points on our dices, there is an outcome for our characters throughout the whole story. We need to create the story built on the conditions offer by aftermath. In traditional writing, the last paragraph is often reiteration or expectation, which we already conceived in draft, no new ideas pupping out. Aftermath did restrict us in certain way in developing the role, but it guide us to give a decent type outcome, instead of an out ended one.