The second part of Fiasco changes the game completely, and for the better. The design of the game was created with the intent of creating scenarios for the participants to react to and add to their playthrough. Last week we started our stories as a group and acted out scenes to incorporate into our unique rehearsal. Instead of repeating that, this week was all about performing the “Tilt”. The Tilt is when the players use their dice, just like in the beginning, to select new components for the story. Following that is Act Two, which is the same steps and turns as Act One but you incorporate your twists and new components. Once that was finished you move on to the last and final step which is the Aftermath. This is where each player counts their dice to determine if the character they played had a good or bad ending one at a time.
The hardest part this week was determining how these new twists and alterations would be added to our story. It was confusing already on how to continue our production with the “script” we’ve followed so far. Adding more elements that drastically change it made it difficult and not easily coordinated to keep the narrative on the right path without getting overly ridiculous. However, the play session overall went very smoothly. Since I’m not the only one twisting the story, my group members had pretty creative ways of having fun with it. That means that friends specifically would be the best people to play this with considering there isn’t usually any filter that allows for more diverse gameplay. I liked having multiple people being able to alter our playthrough how they wanted because building off their thoughts and ideas is what makes this game enjoyable. That being said, I wasn’t a huge fan of how the aftermath was designed. I personally feel the dice count determining the outcome of your character was lazy and rushed. Honestly, I don’t know how I would fix it nor do I have a better option I just didn’t like that mechanic and felt that they could have improved on it a little bit more.
Again, overall the session went very well and I enjoyed being taken down the path of our group’s ending and conclusion. The way this part of the game ties with leadership is about the same way as the first part. That is, being the leader in controlling the flow of the story and producing ideas for your group members to build off of. However, this week had a slight tilt, dealing with the tilt itself and how to mitigate your decisions based on what else you needed to incorporate could also be part of it. Being a leader means expecting the unexpected and solving problems like that without letting the setbacks get in the way of the flow. Fiasco strengthens this side of being a leader and assists in the overall connection between the game and the players.