Fiasco Actual Play
The crew returns to their roots with the Dragon Slayers Fiasco Playset. We had an absolute blast with this session. Enjoy!
Relevant Links
(All my links were eaten in a database crash. I might go back and re-do it eventually)
Crunchy Bits!
- Intro song from Baldur’s Gate II composed by Michael Hoenig
- Outro Song “This Fantasy World” by The Double Clicks
Podcast: |
July 5th, 2011 at 1:00 pm
TRIGGER WARNING FOR MINIMIZING
Incest and pedophilia “jokes” in first six minutes i didn’t listen beyond that.
July 5th, 2011 at 5:40 pm
Thanks for the heads up. I’ll do my best to curtail or edit jokes like that in the future. For the record, you might want to subscribe to the Non-AP feed, as many of the Actual Play episodes touch on difficult subjects, and should probably come with many, many Trigger Warnings.
July 5th, 2011 at 10:49 pm
Awesome session!
Fiasco is quickly becoming one of my favorite newer games. I’ve gotten to the point that I play to lose, because it’s much more fun that way.
The only bit of criticism I have is that you rushed the ending a bit (which is totally understandable, given the excitement that had been built up at that point). It’s meant to be kind of like a montage, where you go around the table and each get to have a little sliver scene of your character doing something for every die you have in front of you at the end. (e.g. “This is me being driven out of the village.” “This is me being awarded the Nobel Peace Prize.” “This is me being thrown out the window of the Texas Book Depository.” etc.) And you continue, each taking turns until you’re out of dice – the objective with the montage being to reach the kind of outcome you get in the Aftermath. You guys pretty much did that anyway through agreed upon narration, though, so no big deal.
I’ve never played with that playset before, though and now I very badly want to. I’m sure I will sooner or later since, as I’ve been saying quite a bit lately, it’s become one of my missions in life to play as much Fiasco as possible. 😉
July 16th, 2011 at 6:55 pm
Kevin would you guys be willing to do another actual play of Fiasco with the set-up included? Because I am confused as to how it actually works.
July 16th, 2011 at 10:35 pm
Heh, that was our 4th attempt at Fiasco, if I recall. So, no, we won’t be doing a second one, BUT, here’s the basic gist of setup: (which we actually did do, but didn’t explain it very well, sorry ’bout that)
For each player you put 2 white dice and 2 black dice in a pile. We had four players so 8 white, 8 black. Then you roll them all together in a pile. Starting with the person who grew up in the smallest town (which is *always* me because I grew up on a farm), they pick one of the big categories and assign it to two players. There are four main details: Relationships, Needs, Objects, and Locations. Each player needs a relationship between the player to their left and right, so in the end w/ a four player game you’ll have 4 relationships. Then you need at least one each of Objects, Needs, and Locations. Same deal, you have to make sure each relationship has a detail. It can be any of them, but by the end you have to have one each.
Then each big category is broken down into 6 sub-categories. So Relationships for Dragon Slayers break down to: Family/Romance, Adventure, Magic, Culture, Fellowship, and War. Within each sub category are 6 sub-details: for example in Relationship: Culture there’s: Same non-human race, Tribemates, Worshipers of the same god, etc etc. (go check out the playset here: and this will make a lot more sense).
On each player’s turn, they are allowed to pick one of these Categories or sub-details, but you only get one per turn, and the sub-detail can’t be picked until the big category has been picked. So you couldn’t pick “Tribemates” unless someone else (possibly you on your previous turn) has already assigned “Relationship: Culture” to someone. Also, each category and sub-detail has a number assigned to it, 1-6. You can only pick that number if there is a die in the pile available with that number. After each pick, you take the die away, thus reducing the total number of dice and options available to the next player. When you run out of all dice, you’re done and can begin narration.
So everybody goes around and picks out details. You can hear us doing this in the beginning. “Are there any 5’s left? Good! I assign ‘Simulacrum/Real Person’ to CJ and Troll.”
And that’s basically it. That make sense?
July 20th, 2011 at 2:47 pm
Yes, Kevin that cleared some things up! Thank you
January 8th, 2012 at 7:03 pm
Suh-weeet! Possibly the best Fiasco AP I’ve listened to, actually.
I also can’t help but picture the Monarch from Venture Brothers every time the Simulacrum speaks.