Jump to content

Fiasco! Dragonslayers [OOC / Not started / Not accepting]


Umbra

Recommended Posts

I've gotten into a game called Fiasco recently, but as the situation stands right now, I can't actually play it IRL. So, I figured I'd try my chances here.
 

[spoiler="Intro to Fiasco"]

For those of you who don't know, Fiasco is a storytelling-based game where the players come up with characters together, based on a few dice rolls, and based on how the characters come out, the story is defined from there. For example, if a pair of characters are defined as reluctant allies that want to be heroes in the eyes of the public, the story could revolve around defending a town against an impending orc attack.

The game is played in a sequence of scenes that at least one of the characters partake in. We will take turns for these scenes, choosing either to Establish a scene, setting it up ourselves, or Resolve a scene, where the others players do it for us. For each scene, we'll either receive a positive outcome or a negative outcome. In an Established scene, the other players choose the outcome; if the scene is Resolved, you choose it.

For this particular fiasco, I was thinking a more fantasy-oriented setting; as such, we'll be using the Dragon Slayers playset, which can be downloaded off of the official website for the very low price of free. A playset defines all the possible character details - Relationships, Needs, Locations and Arms/Arcana - that can potentially be used in the story. When we eventually start playing, I will roll 4 dice for each player, and then we'll select options from the playset depending on the results. We'll take turns assigning these options, defining either our own characters or those of our allies. For example, if the rolls include a 6 and a 5, Player 1 can choose to define his relationship with Player 2 as a War relationship (#6 in the Relationship category) and then Player 2 uses that 5 to define it as a Fighter / coward relationship. Note that it doesn't specify which is which; that's something the players will have to come up with as they play.
[/spoiler]
Now, Fiasco recommends a five-player maximum, so that's where I'm gonna cut off. Somewhere between three and five, depending on how much interest we get. I've explained most of the mechanics, just as a basic rundown. There is more to the game, but I'll cover that once we get there.

Interest? Thoughts? Questions?

 

[spoiler=Players]

 

Roose Bolton:

Relationship with Blue Amoonguss:

Relationship with TotalObelisk:

 

Blue Amoonguss: 

Relationship with Roose Bolton:

Relationship with Phosphorus:

 

Phosphorus:

Relationship with Blue Amoonguss:

Relationship with TotalObelisk:

 

TotalObelisk:

Relationship with Phosphorus:

Relationship with Roose Bolton:

[/spoiler]

Link to comment
Share on other sites

Stats and dungeoncrawling aren't involved at all; this is purely storytelling. The dice are mainly involved as a way of creating story elements and characters, shifting the story slightly about halfway through (the so-called "Tilt"), and then determining what happens to each individual character (the "Aftermath") at the end of the game.

Link to comment
Share on other sites

Great, that's four. In other words, it's time for a Fiasco!

 

Prologue

 

We'll start with Character creation. The way this works in Fiasco is rather simple; I roll a few dice, and we as a group generate characters based on the results. Four dice are rolled per player; for a four-person group, that means sixteen dice. For simplicity's sake, I'll handle the dice-rolling using this site.

 

[spoiler=Dice results]

axErvCF.png

In order, for easy viewing:

  1. ••••••
  2. ••
  3. ••
  4. •••
  5. ••

[/spoiler]

 

What happens now is that we'll take turns picking options from the Playset, which can be found here. The one we want is titled "Dragon Slayers". The Playset is divided into four categories: Relationships, Needs, Locations and Arms and Arcana. The latter three categories are known as Details, and can either be attached to a character by itself, or onto a Relationship. For this reason, the Relationships are usually defined first.

 

Each category has six numbered sub-categories, with six items in each category. During their turn, a player can take one number from the dice results (see Dice Results above) and convert that into an item from the Playset. For example, if I go first, I could decide that me and TotalObelisk have a War relationship, which uses up one of the two 6's. The next player can then choose to either expand on that relationship (for example, using a 1 to make it War: Same battalion, or a to make it War: Mercenaries ) or to define another relationship (perhaps he uses a 2 to make his relationship with Phosphorus an Adventure relationship, or a 1 to make it Family and Romance).

 

Note: Each player has exactly two Relationships. For simplicity's sake, I'll make it based on the order you signed up in. Details will be in the first post.

 

Details are defined in the same way, with one player picking a category and another defining it. As above, a Detail can either be attached to a Relationship or to a character. For example, the aforementioned War: Mercenaries relationship can be attached with a Need: To fly before they realize who you really work for. Who "they" are is left undefined; it could be some NPCs, it could be another player - or it could even be one of the players in the relationship, about to be betrayed by the other.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...