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FACILITATING FIASCO

PREPARATION SETUP: THE REST HANDLE THE TILT

You must have on hand: Put down an index card beneath each complet- When it is time for the Tilt, reiterate that the
A copy of Fiasco and the playsets you like. ed Relationship. game is half over. Illustrate the die rolling me-
Two black and two white dice per player. chanic and have everyone roll - they will be
Index cards. Explain that each Relationship has some addi- eager to. Determine who decides the Tilt and
Several markers. tional bit of excitement attached to it - an Ob- give each of them an index card. Explain that,
ject, Location, or Need. You must have one of using the remaining dice, they should author a
It’s nice to also have: each, and when in doubt go with extra Needs. category. When both have done so, swap cards
Play mat. They are chosen exactly like Relationships, us- and have them add a detail to the other player’s
Extra copies of the playsets you’ll offer. ing the remaining dice. Mention that the final category. Consider grabbing the dice they use
die is wild and can be any number. That choice rather than keeping them on the cards, so there
INTRODUCTION will belong to the player on your right. is no confusion or mixing of dice. When the Tilt
elements are decided, throw them back in the
Welcome everyone and explain Fiasco’s tone - Explain that whatever Object, Need or Loca- pool.
darkly comic, a game about flawed people with tion is attached to a Relationship, it is very,
powerful ambition and poor impulse control. very important to both characters in that Rela- Explain that the Tilt elements are community
Emphasize the fun of failure. tionship somehow. property, and that we just want to see them oc-
cur during Act Two in some fashion.
Offer four or so playsets you’d love to play and Once you have a complete Setup, figure out
let them choose their favorite. Don’t let them what’s going on. Explain that Relationships Take a short break.
choose from a giant stack. Don’t facilitate play- might be binary, or they might be pointing at
sets you don’t like. a third party, and flexibility is encouraged in PLAY ACT TWO
interpretation.
SETUP: RELATIONSHIPS Before beginning Act Two, explain that every-
PREPARING TO PLAY one now keeps their dice after scenes. This is
Put an index card between each pair of players. usually an “a ha!” moment.
Ask them to write “Relationship” at the top of Once you have a potent situation, explain how
this card. to play. Ideally, use the play mat to illustrate Emphasize that each player has only two
each step in turn. scenes in the spotlight and encourage them to
Roll all the dice and sort them by number. If make their scenes really count. Tell them that
you get a weird roll heavy with a particular Explain that the game takes place across two it is perfectly acceptable to have color senes
number, just roll them again. A broad distribu- acts, interrupted by a Tilt. The Tilt will intro- with no roleplaying as well, since these tend to
tion will make a setup with new players easier. duce additional chaos and instability. After Act be somewhat common late in the game when
Two there is a short Aftermath phase, when we paths have been decided.Emphasize that not
Explain that you won’t know who your char- learn about our characters tragic outcomes. everything needs to be thoroughly resolved,
acter is until later, but that you’ll be crafting thanks to the Aftermath.
Relationships first. Each Relationship has a Let them know how scenes work - that you’ll
general category, like “Family”, and a specific have your character in the spotlight when it is Let them know the last die is wild and can be
detail, like “Parent and Child”. A Relation- your turn, and that you’ll get two scenes per either black or white.
ship must have a category before its detail can Act. Illustrate the two options a player has for
be fleshed out, so the first player (you) must scene framing - to Establish or to Resolve - by AFTERMATH
choose a category. inventing a scene involving a couple of your
newly-created characters. Demonstrate why Ask another player to read the Aftermath out-
Choose a category, pick up the associated die, each is fun and valuable, and make it clear you comes aloud, and actively help make sense of
and write it the category on a card not attached cannot do both. the results.
to your character. Explain that anyone can au-
thor an element on any card at the table, not Explain that in Act One, no matter whether In a convention game, I often dispense with
just ones near them. Put the die on the card. you Established or Resolved, you give your die the montage to keep it close to two hours. If
away at the end of your scene. You can give it this makes sense, or the energy is dragging,
Turn to the person on your left and invite them to any other player for any reason at all. Briefly feel free. If you have time and everyone is into
to review the Relationship list in the playset, show them why the dice you accumulate mat- it, go ahead and do the montage.
choose a die, and either add a detail to the cat- ter, by illustrating how the Tilt and Aftermath
egory you just chose or to start a new category. favor characters with lots of a single color and Thank everyone for playing. Offer to send the
Make sure they put the chosen die on the card. punish characters with die parity. index cards away with any player willing to
write up the game as an AP report somewhere.
Point out any numbers that are scarce and keep PLAY ACT ONE
a general total. “OK, that’s the last five and we THANKS!
already have no fours. You can now choose Ask if anyone has a juicy scene they’d like to
one, two, three, or six.” Establish. If no one does, Establish a strong We’re very glad you facilitated Fiasco! Let us
scene yourself. know how it went.
Continue facilitating the rotation. On your sec-
ond turn, either choose something really prosa- Remind overly enthusiastic or “deer in the
ic and obvious or support another player’s clear headlights” players of the option to Resolve.
agenda if they have articulated one. Demonstrate this yourself if necessary. Make
sure to tell them they can create one person
When the Relationships each have two dice on scenes, flashbacks, and play other dramatic
them, take a moment to discuss what you see tricks if they wish.
emerging in terms of situation, but caution ev-
eryone not to get too invested yet. Strongly support other player’s creative contri-
butions. Emphasize that character death is ex-
plicitly on the table and is totally OK.

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