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The unmovable stubborn Jun 13, 2011 07:42 PM

FIASCO: A game of powerful ambition & poor impulse control.
 

So that was Mrs. Lundegaard on the floor in there. And I guess that was your accomplice in the wood chipper. And those three people in Brainerd. And for what? For a little bit of money. There's more to life than a little money, you know. Don't you know that? And here ya are, and it's a beautiful day. Well, I just don't understand it.
— Marge Gunderson, Fargo

I think a plan is just a list of things that don't happen.
— Parker, The Way of the Gun

Do you see what happens, Larry? DO YOU SEE WHAT HAPPENS WHEN YOU FIND A STRANGER IN THE ALPS? THIS IS WHAT HAPPENS, LARRY! THIS IS WHAT HAPPENS WHEN YOU FEED A STONER SCRAMBLED EGGS!
— Walter Sobchak, The Big Lebowski (TV edit)

FIASCO is a game of big dreams and catastrophic failures, small-time plans and ugly consequences. It's driven largely by random chance and narrative creativity: there are no character sheets, no monsters, no stats — just people, making awful mistakes. If you'd rather tell a story than worry about which sword does more damage, this is your game.

The rules are fairly simple; again, this game is narrative-driven. We'll learn as we go. What we need to get started is:

5 players (including myself), so: 4 of you.
A setting.

Fiasco's developers release a new setting every month, so we're not starved for choices. The setting defines what sort of characters are available, what motivates them, what sort of trouble they can get into, that sort of thing. I need you guys to pick one. Even if you don't want to play, feel free to chip in your advice on setting.

Boomtown: The Wild West.
Main Street: A small town in the southwest.
Tales From Suburbia: Self-explanatory.
The Ice: McMurdo Station, Antarctica.
Touring Rock Band: Self-explanatory.
Transatlantic: Aboard the luxury cruiser Leviathan, 1952.
Reconstruction: Southern Virginia, 1867.
Manna Hotel: A 20-room motor lodge three miles north of Manna, Kansas (population 1,200).
Lucky Strike: A United States Army Replacement Depot near Le Havre, France in the autumn of 1944.
Last Frontier: The forests and fishing villages of southeast Alaska.
Gangster London: London's East End.
Flyover: Middle America. High school football, endless cornfields, and the occasional Mexican drug mule.
Dallas, 1963: The president is coming, although he really shouldn't.
All The Damn Time: Sam Howard is a time-traveler (though he would really rather not be). NOT RECOMMENDED FOR YOUR FIRST GAME, but we'll do it if you insist.
1913 New York: Change is in the air — sweeping, terrible change — but it's a good world if you can get on top of it.
London 1593: The Queen has enemies everywhere; a reckoning draws nigh.
Town and Gown: A small-town university.
Dragon Slayers: The fallout after a group of brave heroes finally takes care of the troublesome local monster.
Quest for the Golden Panda: Mythic China. You live in interesting times.
Objective Zebra: Mid-WW2 aboard the U.S. Navy submarine SS-495 (USS Saddleback), stranded in the mud off the coast of lower Saxony.
News Channel Six: In the trenches at Action Six News, losing ground in an already-tiny market. The bastards at Action News Eleven always seem to be one step ahead.
The Jersey Side: Jersey City. Corruption and envy in the shadow of Manhattan.

There are so many options that if everyone just picks their favorite we'll never see a consensus, so: vote for three. Most votes wins; again, feel free to vote even if you can't or don't want to play.

Warhammer is still on schedule, I'm just delaying it for another week or two so Zephyrin can get back from his Army Man business. Fiasco is a comparatively brief game, we have a good shot of finishing within June.

Stop Sign Jun 13, 2011 07:48 PM

Sign me up :tpg:

I vote for Tales From Suburbia, The Ice, and uh, fuck it. Touring Rock Band.

Sarag Jun 13, 2011 08:10 PM

gimme gimme

votes: Tails of Suburbia, 1913 New York, and News Channel Six.

nuttyturnip Jun 13, 2011 08:12 PM

Sounds like fun, I'd like to be in.

I vote for Tales of Suburbia, Reconstruction, and News Channel Six.

i am good at jokes Jun 13, 2011 08:40 PM

Count me in!

Hmmm...

Touring Rock Band, Dragon Slayers and News Channel Six all seem quite good for bad behavior.

Dullenplain Jun 13, 2011 09:35 PM

I wonder how this will turn out.

I'm partial to Town and Gown, 1913 New York, and Main Street.

coeccias Jun 13, 2011 10:00 PM

My votes go to Dragon Slayers, All The Damn Time, and Quest for the Golden Panda.

No. Hard Pass. Jun 13, 2011 10:18 PM

I'd be in. London 1593, Gangster London, Dragon Slayers

LIAR Jun 13, 2011 11:04 PM

Aw, I wanted in, but it looks like I've been beaten to it. Regardless, my choices:

1) Quest for the Golden Panda
2) News Channel Six
3) Dragon Slayers

The unmovable stubborn Jun 13, 2011 11:25 PM

STOP SIGN IS UP, but if the rest of you have questions don't hesitate to ask.

That's 24 votes, 12 from players and 12 from spectators. Let's see how it breaks down:

SUBURBIA: ///
THE ICE: /
1913 NY: //
NEWS 6: ////
RECONSTRUCTION: /
ROCK BAND: //
TOWN & GOWN: /
MAIN STREET: /
DRAGON SLAYERS: ////
ATD TIME: /
PANDA: //
LONDON 1593: /
LONDON EAST: /

A TIE between Dragon Slayers and News Channel Six. I'm going to go ahead and make a tiebreak call in favor of News Six, since — well, clearly I love swords and sorcery as much as anybody, but let's mix it up a little.

We've got 5 players, which means we need a lot of dice: 20 in total, 10 white, 10 black.

WHITE DICE POOL: 2, 2, 2, 2, 3, 3, 4, 4, 5, 6

BLACK DICE POOL: 1, 1, 2, 3, 4, 4, 5, 5, 6, 6

The dice colors don't matter in the setup phase, but they will later.

What we'll do here is take dice from the pool in sequence, going around the "table". For simplicity's sake we'll just go in an arbitrary order starting with me; this doesn't give me any real advantage. So:

PANG -> STOP SIGN -> RYCHORD -> NUTTY -> LURKER -> PANG etc

Before we can start, we each need a Relationship with each of our neighbors; I need a relationship with both Ry and Stop Sign, respectively. If you create a Relationship, it need not involve you! For example, since I'm going first there are no relationships in place yet. I'm going to create a relationship between Lurker and Nutty: "Up To No Good". This is a 5 on the News Six Relationships List, so I remove a 5 from the pool:

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 6, 6, 6

So now, Nutty and Lurker are collectively Up To No Good. Another player can choose to make this more precise, or they can add other details to the situation; but they can't change the essential NATURE of the relationship; those two are up to no good, period. In addition to these relationships, the game also needs 1 Location, 1 Need, and 1 Object. You can have more, that's just the minimum. The Need is generally the impetus around which the fiasco itself forms, and the more Needs there are, the faster conflict develops.

It's now Stop Sign's turn to add a detail. He can add a Need, A Location, an Object, or a Relationship. We need 5 total relationships to start. Only the existing Nutty-Lurker relationship is in position to become more detailed; everything else will just be a vague idea, so you can ignore the popups unless you want to clarify that relationship. Just like Relationships, a Need, Object, or Location is tied to a pair of "neighboring" players — it further defines their relationship. While there's no RULE against placing Objects/Needs/Locations before all Relationships are established, knowing the relationship between two people can make later details easier to understand. Here are your options.


RELATIONSHIPS


1 ACTION SIX NEWS TEAM

2 FAMILY

3 FOOLING AROUND

4 WE'VE GOT HISTORY

5 UP TO NO GOOD

6 US VS THEM


NEEDS


1 TO GET LAID

2 TO GET FAMOUS

3 TO MAKE A DIFFERENCE

4 TO GET RICH

5 TO SETTLE THINGS

6 TO COVER OUR ASSES


LOCATIONS


1 HARD NEWS

2 HUMAN INTEREST

3 ON THE AIR

4 OFF THE AIR

5 FACE TIME

6 OFF LIMITS


OBJECTS


1 SECRETS

2 CONTRABAND

3 TOOLS OF THE TRADE

4 WHERE'S THE WARNING LABEL?

5 PERSONAL

6 PROPS




So, just to keep track, here's what we know so far:

Nutty and Lurker are UP TO NO GOOD.

And here's the dice pool after Pang's turn:

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 6, 6, 6

Stop Sign Jun 14, 2011 01:21 AM

You know, I could start screwing around right now, but from what I understand of this game, there's going to be plenty of opportunity to do that later :cmb:

Right then. I'm taking a 4 from the dice pool and establishing that between Rychord and I, WE'VE GOT HISTORY.


Nutty and Lurker are UP TO NO GOOD.
Rychord and Stop Sign HAVE HISTORY.

Here's the dice pool after Stop Sign's turn:

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

Lurker's turn.

The unmovable stubborn Jun 14, 2011 01:57 AM

I should have clarified this better: relationships are always between people with adjacent turns. For the sake of keeping things moving, I'll just swap Ry and Lurker's turn order, so you can have a History with Ry while still keeping Nutty/Lurk's relationship intact.

In future, though, please create relationships with between "neighbors": if Lurker creates a relationship for herself on her turn, it'll have to be with me since she already has a relationship with Nutty, and Rychord would have to create a relationship for himself with Nutty, since he already has a relationship with Stop Sign, etc.

Actually let's just list all the possible relationship pairs that aren't already established.


PANG <-> STOP SIGN

LURKER <-> PANG

RYCHORD <-> NUTTY


Regardless, since I fiddled with the turn order for the sake of expedience it's now RYCHORD'S TURN.

Stop Sign Jun 14, 2011 02:49 AM

Oops, sorry about that, Pang.

i am good at jokes Jun 14, 2011 11:26 AM

Let's see if I got this right.

There's a rumor that Lurks and Pang have been FOOLING AROUND.

That's a 3 out of the pool.

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

Yes? :D

nuttyturnip Jun 14, 2011 11:59 AM

I'm certain that I read somewhere that Pang and Stop Sign are FAMILY.

That's a 2 out of the dice pool.

DICE POOL: 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

The unmovable stubborn Jun 15, 2011 07:43 PM

Actually it was your turn. Is your turn.

Oh wait I can totally rollback your post!

For the record:

PANG <-> STOP SIGN <-> RYCHORD <-> NUTTY <-> LURKER <->

Pang and Stop Sign are FAMILY.
Stop Sign and Rychord HAVE HISTORY.
Nutty and Lurker are UP TO NO GOOD.
Lurker and Pang have been FOOLING AROUND.

DICE POOL: 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

LURKER'S TURN

Sarag Jun 15, 2011 08:49 PM

We were... busy. Being up to no good.

The unmovable stubborn Jun 16, 2011 08:12 PM

Well somebody take lurker's turn, I'll be damned if I let this thing die before it even gets started.

Sarag Jun 16, 2011 09:05 PM

Not my fault that he didn't post again like a normal person. :mad:

Ryochord and Nutty are Axtion Six News Team Go. So that's a 1, so the pool is:
1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

The unmovable stubborn Jun 16, 2011 09:49 PM

I'm going to clarify Rychord/Nutty's Action Six relationship: Rychord is a reporter, and Nutty is his cameraman. That's the last of the 1s!

PANG <-> STOP SIGN <-> RYCHORD <-> NUTTY <-> LURKER <->

Pang and Stop Sign are FAMILY.
Stop Sign and Rychord HAVE HISTORY.
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS.
Nutty and Lurker are UP TO NO GOOD.
Lurker and Pang have been FOOLING AROUND.

The pool: 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

STOP SIGN's turn.

Stop Sign Jun 16, 2011 10:01 PM

Pang, let's say I wanted to use an object. Will I be able to take a die for the category of object and then another die to specify what object it is this turn from the popup, or am I only allowed to take one die a turn?

The unmovable stubborn Jun 16, 2011 10:10 PM

Yeah, you'd only be able to define the category right away, one die per turn. Odds are someone else would choose the specific object before it came round to your turn again, but then they might not.

Just a reminder: Objects, Locations and Needs all go between two neighboring players, just as Relationships do.

Stop Sign Jun 16, 2011 10:22 PM

Thanks, Pang. In that case, I'm going to say that Nutty and Lurker are up to no good with CONTRABAND, removing a 2 from the dice pool.


The pool: 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

RYCHORD's turn.

i am good at jokes Jun 17, 2011 01:37 AM

It seems that Lurker and Pang were fooling around ON THE AIR!

And that's a 3 gone.

The pool: 2, 2, 2, 3, 4, 4, 4, 5, 5, 6, 6, 6

nuttyturnip Jun 17, 2011 12:11 PM

Not only do Stop Sign and Rychord have history, but the restraining order is still in place.


That's a 5 out of the dice pool.

The pool: 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6


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