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[:plant:] FIASCO: A game of powerful ambition & poor impulse control.
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The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 13, 2011, 07:42 PM 1 #1 of 47
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.

Jam it back in, in the dark.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 13, 2011, 11:25 PM #2 of 47
2 Dice Rolls
 Description
Dice
Result
*BLACK dice.
10d6
37
*WHITE Dice.
10d6
33
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

There's nowhere I can't reach.

Last edited by The unmovable stubborn; Jun 14, 2011 at 01:50 AM.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 14, 2011, 01:57 AM #3 of 47
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.

This thing is sticky, and I don't like it. I don't appreciate it.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 15, 2011, 07:43 PM #4 of 47
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

I am a dolphin, do you want me on your body?

Last edited by The unmovable stubborn; Jun 15, 2011 at 10:16 PM.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 16, 2011, 08:12 PM #5 of 47
Well somebody take lurker's turn, I'll be damned if I let this thing die before it even gets started.

I was speaking idiomatically.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 16, 2011, 09:49 PM #6 of 47
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.

What kind of toxic man-thing is happening now?
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 16, 2011, 10:10 PM #7 of 47
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.

FELIPE NO

Last edited by The unmovable stubborn; Jun 16, 2011 at 10:12 PM.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 18, 2011, 12:06 AM #8 of 47
It's true that Stop Sign and I are family; in fact, we're Married. If nothing else crops up, I think we've got an obvious conflict here, and it's pretty clear what we need to settle if no one adds to that.

That's a 2.

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

Pang and Stop Sign are FAMILY, MARRIED, and need to SETTLE THINGS (need).
Stop Sign and Rychord HAVE HISTORY, and THE RESTRAINING ORDER IS STILL IN PLACE.
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS.
Nutty and Lurker are UP TO NO GOOD with CONTRABAND (object).
Lurker and Pang have been FOOLING AROUND, ON THE AIR (location).

2, 2, 3, 4, 4, 4, 6, 6, 6

STOP SIGN's turn.

What, you don't want my bikini-clad body?
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 19, 2011, 09:24 PM #9 of 47
They were "caught together" in the EXECUTIVE WASHROOM, but that doesn't mean anything: Nutty just has a wide stance.

Swipe another 4: 2, 2, 3, 4

Ok, with 4 dice to go this is the last round of setup! We should probably focus on filling in any gaps. For example: Why do Stop Sign and I need to settle things? Why do Stop Sign and Rychord need to cover their asses?

In addition, on your last setup turn you might want to clarify your role in the world. Lurker and I obviously have access to Action Six property, so we probably work for Action Six; Rychord and Nutty EXPLICITLY work for Action Six. Stop Sign doesn't, necessarily, despite having ties to two employees. One of you in the "restraining order" relationship needs to clarify which way the restraining order is going.

I'm going to go ahead and declare myself the weatherman.

One last thing: the last die is wild, so if — it'll be lurker, looks like — doesn't like the options available under that final 2, 3, or 4 she can just treat it as anything.

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

Pang the weatherman and Stop Sign are FAMILY, MARRIED, and need to SETTLE THINGS (need).
Stop Sign and Rychord HAVE HISTORY, and THE RESTRAINING ORDER IS STILL IN PLACE. They need to COVER THEIR ASSES (need).
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS. Often spotted together OFF AIR, in the EXECUTIVE WASHROOM (location).
Nutty and Lurker are UP TO NO GOOD with CONTRABAND: An ILLEGAL ALIEN (object).
Lurker and Pang the weatherman have been FOOLING AROUND, ON THE AIR, IN THE KITCHEN SET FOR CHEF RON'S COOKING SEGMENT (location).

STOP SIGN's turn.

How ya doing, buddy?

Last edited by The unmovable stubborn; Jun 19, 2011 at 09:30 PM.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 22, 2011, 03:29 AM #10 of 47
2 Dice Rolls
 Description
Dice
Result
*black dice
10d6
39
*white dice
10d6
41
Let's put that all in one place:

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

Pang is a weatherman for Action Six; a miserable track record has him worried about his job. Snow in August? Those bastards at AccuWeather have it out for him.
Stop Sign is an administrative assistant to one of the station bigwigs, and spends their free time peddling a dubious health product through an obviously bullshit multi-level marketing scheme.
Rychord is a reporter for Action Six, and a man of action.
Nutty is the lead anchor for Action Six, and extremely protective of his position.
Lurker is the Action Six sports reporter, and a goddamn snappy dresser.

Pang and Stop Sign are FAMILY, MARRIED, and need to SETTLE THINGS (need) WITH THEIR MUTUAL EX. If things get violent, some TOOLS OF THE TRADE (object) are probably getting hauled out of storage.
Stop Sign and Rychord HAVE HISTORY, and THE RESTRAINING ORDER AGAINST RYCHORD IS STILL IN PLACE. They need to COVER THEIR ASSES (need) because of THAT FILE THAT NEEDS TO BE DESTROYED.
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS. Often spotted together OFF AIR, in the EXECUTIVE WASHROOM (location).
Nutty and Lurker are UP TO NO GOOD with CONTRABAND: An ILLEGAL ALIEN (object).
Lurker and Pang have been FOOLING AROUND, ON THE AIR, IN THE KITCHEN SET FOR CHEF RON'S COOKING SEGMENT (location), and NEED TO GET FAMOUS (need).


Alright, setup's done. Time for

ACT ONE



where things get a little more complicated. First things first, let's re-roll all these dice — and the colors matter this time.

White dice: 1, 1, 3, 4, 4, 5, 5, 6, 6, 6

Black dice: 1, 3, 3, 4, 4, 4, 4, 5, 5, 6

A little bit top-heavy.

HOW ACT ONE WORKS: When it's your turn, you choose to either ESTABLISH a scene, or RESOLVE one. Either way, your character's in the spotlight.

If you choose to ESTABLISH, you set the scene: expressing the situation, who else is in the scene, what your character wants, the conflict, etc. The entire group then takes turns adding details, inserting dialogue from their own characters (if present), possibly having their characters collude or conflict with — then, when it's clear the situation has to be resolved one way or another, a non-spotlight player RESOLVES the scene. To resolve, choose a black or white die and give it to the spotlight player. If it's a white die, the scene ends well for them — the conflict goes in his or her favor. If it's a black die, they fail — they don't get what they want. Once the course of the scene has been set, it's down to the players in the scene to narrate the scene's conclusion.

If you choose to RESOLVE, it's much the same except for one detail: you don't set the scene, the rest of the players do. However, when resolving, you get to choose your own die. Resolving gives you less control over the overall story but a little more control over your own character's fate.

In ACT ONE, don't keep your scene-conclusion die! Pass it to another player.

It's obvious that characters will crop up that don't really belong to anybody; the illegal immigrant, the bigwig that Stop Sign works under, the "mutual ex", etc. If they'd add something to a scene, go ahead and put them in! NPCs are community property; if you're not in the spotlight, feel free to yank on their puppet strings.

This will probably be a little clumsy to start but we'll soon get the hang of it.

It's my turn. My character has a lot of complications to deal with. Let's see. I choose to RESOLVE. Put me through the wringer, people: starting with STOP SIGN.

It's another day at WTGF Milwaukee. What do I want? Who do I want it from? Who's going to help and who's in my goddamn way and who hired this goddamn Mexican intern is it so hard to get a decent fucking cup of coffee, for the love of—

How ya doing, buddy?

Last edited by The unmovable stubborn; Jun 22, 2011 at 04:52 AM.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 23, 2011, 07:47 PM #11 of 47
Derek Thunderhumpen seethes in the presence of the anchorman: the bastard's local celebrity had gone to his head.

"The forecast is... it's... you're a jackass, Bradley."

His own wife won't even speak up for him. He's not exactly a paragon of faithfulness himself, but it still burns him watching Hilary giggle over Bradley's little bon mots. He storms out of the breakroom, barking his knee on the corner of the donut table.

"FFFFFFFfffff."

"Should've said 'Cloudy with a chance of vengeance', yeah", Thunderhumpen mutters under his breath en route to the Action Six Weather Center (a large closet with a laptop). "That's what I should've.... sigh. Let's see what... tsunami warning? Oh, what the fuck."

Scene ends badly for Derek Thunderhumpen, thoroughly humiliated and harboring a dim notion of revenge. I'll take a Black 4 from the pool: since it's Act One, I pass it... to Nutty.

Dice Held: Nutty (Black 4)

White dice: 1, 1, 3, 4, 4, 5, 5, 6, 6, 6

Black dice: 1, 3, 3, 4, 4, 4, 5, 5, 6


It's Stop Sign's turn in the spotlight: Establish or Resolve?

This thing is sticky, and I don't like it. I don't appreciate it.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 23, 2011, 07:58 PM #12 of 47
Not everybody necessarily needs to have a part in every scene. This was Derek's scene, and the trajectory of it was pretty clear already; nobody in the room respects him, so he's obviously going to storm off. I didn't see any point in dawdling. Let me go ahead and make this explicit:

If you choose to RESOLVE, you can jump in to end the scene at any time.

and let's also say that

If the spotlight player chooses to resolve, Establishing players can go in any order.

That way people aren't repeatedly getting screwed out of a chance to participate by quick-trigger Resolvers.

Also, since I think this might not be clear:

When you Establish, you don't necessarily need to include yourself in the scene (unless you're in the spotlight).

I am a dolphin, do you want me on your body?

Last edited by The unmovable stubborn; Jun 23, 2011 at 08:00 PM.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 25, 2011, 04:02 PM #13 of 47
Okay, well. The point of switching spotlights, in part, is to create a new scene; you just re-resolved the existing scene without giving anyone a chance to make a new one. We'll just roll with what we've got for now, though. No harm done really.

(The dice numbers don't matter right away, but they do matter at the end of Act One, when we add the Tilt.)

Also - and this isn't really a rule, just a suggestion: when at all possible, set scenes in one of the existing Locations.

That all said, it's Rychord's turn. Rychord, would you like to Establish a new scene starring yourself, or Resolve one we create for you?

I was speaking idiomatically.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jun 27, 2011, 03:10 PM #14 of 47
Well, this was a nice idea in theory.

Most amazing jew boots

Last edited by The unmovable stubborn; Jul 3, 2011 at 07:37 AM.
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Exploding Garrmondo Weiner Interactive Swiss Army Penis > Garrmondo Entertainment > Pang's Violence Basement > [:plant:] FIASCO: A game of powerful ambition & poor impulse control.

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