For week two of gameplay in EDL 290T, our class played Fiasco. Fiasco is a game where players roll dice and work together to create backstories for characters and then throw those characters into improvised scenes based on the rolls of their dice.
In class, we broke out into Zoom groups of four and started playing. For the first week, we were told to get the storyline that we wanted to work with setup and to start the gameplay if there was time remaining. Since none of the group that I was in had played the game before, we ended up needing the full time for backstories.
The hardest part for this week was coordinating the game. The Tabletop Simulator UI was hard to use and of the four people in our group, none were familiar with the app. Because of this, the group had to coordinate what we could to set up our backstories, which we did by using Google to roll dice and then reading out the potential pieces of the plot line to make our story come together. The most fun part was coordinating within the group to create backstories for the characters based on dice rolls. For example, most of the relationships between players were drinking buddies, and the story that we create over the next two gameplay sessions will have to involve a firetruck in Antarctica and a crashed helicopter. I’m not sure how this will go, personally, but it should be interesting nonetheless.
The scenarios given within Fiasco tend to involve a lot of things that might bring up sensitive or uncomfortable topics for players, such as drugs, violence, and alcohol. Personal values that came into play for me were setting limits on what I was comfortable with my character doing in the backstory – for example, I would be fine with a character that drinks alcohol but I would be less comfortable with a character that does illegal drugs. Knowing this helped me be comfortable playing the game while stretching me out of my comfort zone because of the room for improvisation.
One of the ways this ties into leadership is that leaders sometimes have to make quick decisions on their feet and respond to the unexpected; when my group meets up again to start acting out the scenario we’ve created, we will have to respond quickly to what our scene partners do and say. Additionally, as we get further into gameplay, we will have to deal with unexpected elements, and a good leader is one that can remain level-headed in the face of the unexpected. Because of the amount of improvisation involved, I think that some of my high school friends that did improv comedy with me would enjoy playing this game.