Tag Archives: Fiasco

Game of the Week Reflection: Fiasco Part 1

Fiasco is an all-around and very imaginative role-playing board game that is, basically, a fiasco.  This was my first experience with a role-playing game and it was actually pretty fun considering it seemed nerdy at times.  Being able to have almost complete freedom in the path you take your story is refreshing especially since most board games are fenced off with incoherent rules.  Each play session was unique and the one I participated in was no different.  I liked the wild west theme I took part in and I enjoyed the enthusiasm of my “teammates” throughout my playthrough.  I love being able to do improv because I suck at it which makes it all the more funnier.  However, I wasn’t a fan of the dice, maybe because we didn’t really use it right but creating your character and the relationships, etc. in the beginning was hectic.  It made it pretty confusing to keep track of who was who and how I know them or how I’m related to them.  

That was pretty much the hardest part besides making sure in the back of your mind that you also had an object and a location and whatever else to guide your story.  My personal values surfaced in how I perceived the environment.  I gave my character courage and sustainability while also being manipulative.  That’s what I like about Fiasco, you can have the freedom to be and do whatever you want and the people around you have to play off of it and keep the story smooth.  I can’t tell you how much fun I had in the creativity department for what I was going to do next and how I was going to screw over my outlaw friend at the gold creek.  

Being that leader and controlling the direction of the simulation is what made me feel powerful.  Everyone was their own leader in a sense because they had the ability to throw everyone else off their game.  They were on the balcony looking over us on the ground being the leader and forcing our hands on what we do next.  Playing with 4 or more people is what is going to make this a blast so bring your friends and family and your creative art majors and see where this role-playing fiasco takes you. 

Game of the Week Blog Reflection 5: Fiasco Week 2

In class we played Fiasco two weeks in a row. For the second week we played from the Tilt to the Aftermath. The hardest part for me was that I had never played a role-playing game before. I tend to be more shy around people I don’t know and it was hard for me to start scenes at first when I was really nervous. I purposely made my character outgoing because I felt I could hide behind that. I was pretending to be someone I wasn’t. Aside from that my group chose not to involve a lot of the more risker behaviors that could happen in Fiasco. I wouldn’t have minded to include some of those things because I know it’s just a game and I wouldn’t actually be a murderer or hard core drug addict in real life. 

In our game I had a competing lemonade stand to another player. For most of the game it seemed to revolve around the two of us. Though we made sure all characters interacted with each other and had a part. At the end I rolled the highest number and had the most positive outcome where I married an EMT and got away from my failing lemonade which was my goal. My goal was to get away from something so I got away from my lemonade. 

In fiasco I noticed it is important to have a vision for your character or really all of the characters. I think this applies to leadership because it is important for a leader to have a vision and be able to share their vision with their team. 

I think some of my guy friends who already play role-playing games would like to play this game. I am going to suggest they try it and may even join them to see if I enjoy the game more in a comfortable setting for myself. 

Overall, I do not think role-playing games are for me. I did not like the aspect of role playing in this game and the lack of rules. I am definitely more into strategic games. I did share some laughs with my group, but this is not really the game for me

Game of the Week Blog Reflection (For Class on 2/24/2022): Fiasco Week 2

Recently, our class got together to finish our existing sessions of the Fiasco Role Playing Game that we had started the week prior. The Fiasco RPG System is designed with the intent of creating chaos for the players to react to and incorporate into their stories. In this session, rather than creating characters once again, we began by performing our “Tilt” The Tilt involves using the dice that have yet to handed out to other players in order to select new Elements to add to the story, using the similar method of defining a category before establishing the more specific meaning behind that Element. Once these twists have been added, we then moved on to Act Two, where we continued to tell our characters’ stories by acting out scenes while including the twists that had been determined in the Tilt. Once we had given out all of our dice, we then moved onto the Aftermath, where we each used our dice to determine how well our character’s story ended and told these stories one die at a time. 

For this second half of our Fiasco session, I personally think the most difficult aspect was trying to incorporate the Elements that we discovered in our Tilt into our existing story. Our Tilt involved two Elements, a stranger arriving to settle a score and someone developing a conscience. Before we could even begin to act out our scenes, we tried to think about ways that we could include those elements moving forward, such as by having our stranger be connected to more than one of our players, and by allowing one of existing characters to gain a conscience and using that to prompt a character arc. While I believe we were able to resolve our tilts very well, it was still likely the most difficult part of this session, and attempting to involve those elements without planning ahead like we had likely would have resulted in the whole story falling apart. 

As for the session itself, it was decided that our rival lemonade salesmen would be presented with a new issue: an employee from the company that made their lemonade stands arriving to reclaim a stand that was not paid for (A stranger arriving to settle a score), which introduced a new issue for both the innocent party and the guilty party. However, while this was being settled the “wizard” from the previous session gained a conscience and attempted to reform themselves into a businessman. Once all of the other plot points had progressed however, the estranged relatives finally settled their scores as one of them attempted to murder the other, and the sound of sirens gathered the remaining characters. The Aftermath then set the background for these characters futures, with the attempted murder landing one relative in jail while the other made a full recovery, one of the lemonade salesman running away with a EMT adn the other losing the spark that made them enjoy the business, and the “wizard” turned businessman reverting back to their “wizardly” ways. 

However, what more is there to learn from Fiasco that we haven’t learned already. Personally, I think the potential difficulty of incorporating the Tilt might contain an insight into leadership as a whole, as was how we were able to mitigate the difficulty of it. A leader needs to be able to account for unexpected setbacks as they attempt to lead their team to their goal, and to plan for a way to get around those setbacks and account for them. Similarly, our group needed to be able to plan how to include our Tilt Elements in our story, even though we didn’t know what they would be until our Tilt happened. As such, I personally think that our planning session not only allowed us to mitigate the harm the Tilt could cause to our story, but was also an example of how you might be able to use planning to be a more effective leader when faced with the unexpected.

Game of the Week Blog Reflection (For Class on 2/17/2022): Fiasco Week 1

Not long ago, our class got together to play sessions of the Fiasco Role Playing Game over a course of two weeks. Fiasco is an RPG System designed with the intent of creating chaos and allowing players to create the most disastrous situations they can. In this game, players use the color coded dice they have been given to help create their characters and determine the outcomes of scenes that they perform, all so that they can work together to create an interesting story where everything falls apart around their characters. It is worth noting that these dice rolls do not determine what the characters will be, but rather aspects of the character, such as their relationships with other characters (each player is actually required to establish at least one relationship with another character), what their goals are, and perhaps even key aspects of the world that all of the players can interact with, like important objects and locations. The players can then use all of these aspects to act out two scenes each in Act 1, developing their characters and creating conflict between their characters. Players can either establish a scene and act it out themselves, waiting for another player to give them either a positive or negative die to determine how it ends, or choose a positive or negative outcome and allow the other players to establish a scene for them to finish. For my personal group, this was the extent of our first session of Fiasco, as we ran out of time just as we finished our Act 1. 

As for our session itself, once we had established our characters and our setting, a commercial district in the middle of a suburban town, it was time for us to start acting out our scenes. Personally, I believe that this was the most difficult part of the game for our group, at least initially. With nothing to go off of besides our characters goals and relationships. With that in mind, I tried my best to establish our first scene based upon my character, Eddy McFarlain, and his rival’s (another player) competing lemonade stands, and tried to use that pre-established conflict to help begin our story. As we continued to create scenes and get a feel for our characters, this process became much easier, leading to scenes where two estranged relatives fight with each other as passive aggressively as they possibly could, and a rival lemonade stand employs a “wizard” to sabotage their competition by graffitiing their cart. However, the initial starting point was very noticeably slower to start than any other scene that followed it. 

While the beginning of our session may have been the most difficult part of our session, I believe that this also shows just how Fiasco might relate to leadership as a whole. In our game of Fiasco, we had difficulty beginning our scenes because we weren’t sure where our story was going at that point. Personally, I believe that this could represent the vision that a leader needs of their goal in order to successfully lead their team. If the leader is unsure of what their own goals are, they will likely have a very hard time actually guiding their team towards a common goal. During the course of their project, the goal might become clearer, and therefore easier for the leader to guide their team toward. However, it would be preferable for the leader to know exactly what their goal is from the beginning, so that the “warm up” period could be skipped entirely. 

However, an insight into leadership is not the only important note that I believe I can take from this, as it may also contain an insight into myself. First though, I need to more completely describe the character that I was playing as in this session, Edward “Eddy” McFarlain. Eddy is an aspiring lemonade salesman that has been down on his luck recently, as his rival across the street has managed to do far more business than him. His goals, based upon the result of the earlier rolls, were to Get Rich using a living will, and to vaguely Get Even. He also has a The Past, fast friends relationship with one of the other characters, and a Work, business rivals relationship with another (his lemonade stand rival). However, despite all of these opportunities to create conflict himself, perhaps by instigating his rival or using his friend in some way, I ended up playing Eddy as a fairly honorable, if failing, businessman, and someone that tries to be a good friend. I personally think that this aspect reflects the most on me, as I try my best to be a helpful, caring friend, and to help out whenever I’m able. In this way, I believe that my own personal values ended up being visible in Eddy, as a character that tried to avoid dirty tactics in a system that is expressly designed for them.

A Frightening, Flammable Fiasco in the Far West (Act 2)

This week, we finished up our playthroughs of Fiasco! Picking up right where we left off after the Tilt, players ran through Act 2 and the Aftermath of their games. In the case of my group, we finally reached that climactic bank heist that had been built up all of Act 1 and concluded with a gun fight in the wild west, many dead, and everybody suffering just a little. It was a great time. Somehow, my character had the happiest ending because he took a bullet to the gut early on and managed to avoid the deadly final shootout that left all but one other player dead. Unfortunately, that other player was the infamous bounty hunter my character swore revenge on many years prior, so it wasn’t a “happy” ending.

The hardest part of Act 2 for me was accepting failure. The goal of the game is, of course, to come up with schemes that fail spectacularly. However, in the moment while playing the game, everyone is trying to achieve some degree of success and can bring the game slightly to a halt. A few examples from my game come to mind, but I’ll only talk about one. One player, whose character was in the spotlight, was trying to convinced another player’s character to come outside and follow him to the bank. He’d received a white die, signaling a positive outcome, but the scene ended with the second character fleeing out the back window and getting away. It stuck out to me as a case of going against the outcome die for the first player because the second player did not want to fail. Improvising involves a rule-of-thumb dubbed “yes, and…”, where people accept what is being done and continue with what has been set up. Playing Fiasco, it was really hard to say, “Yes, I will fail, and this is how it happens.”

One tie to leadership that Fiasco demonstrates well is encouraging healthy competition. Fiasco involves so much betrayal and player-against-player storytelling, but at the end of the day, it is a roleplaying game and everyone is there to have fun. I think it does really well encouraging people to go ahead with their plans, not take what others do too personally, and having an overall fun time regardless of what happens. Applying this to the real world, minor competition within a group can be beneficial because it pushes everyone involved to do better in their endeavors. As a leader, it is important to make sure, despite any rivalries, that everyone on all sides knows it is in good fun.

Having played through the second half of Fiasco, I would like to slightly adjust that kinds of people I previously said would enjoy the game. People who are comfortable improvising or don’t mind giving improv a try would enjoy playing the game. In addition to that, anybody who plays games to win and takes experiences that happen in games personally should steer away from Fiasco. Furthermore, anybody who would *make* a playthrough of Fiasco personal for other players should stay away. For those reasons, I can see Fiasco being enjoyed by groups of friends who are fine with giving each other grief and don’t mind being ridiculous with each other.

A Frightening, Flammable Fiasco in the Far West (Act 1)

Within the realm of tabletop gaming, role-playing games can be one of the most intimidating to players. Players either are given or create a character then assume the role of that character in personality, goals, dialogue, and so on. This Game of the Week, Fiasco, tasks 3 to 5 players with creating a web of relationships, needs, objects, and locations before setting them loose to act out scenes of criminal activity, low impulse control, and shenanigans. Depending on the playset, these characters can be from a variety of settings and backgrounds, but the majority of the time, they are terrible, terrible people making equally terrible decisions.

The hardest part about playing Fiasco was certainly the improvising. The game gives vague prompts and general details about the characters, relying on player creativity to figure out what that means for their characters and what they want to do or achieve. Scenes are thought up on the spot and acted out between the players immediately, with the only direction given to them either a white die signaling a good outcome or a black die signaling a bad outcome. Fortunately, once the ball gets rolling and the initial 2 or 3 scenes are completed, the direction of the story becomes more clear and everybody has a better grasp on who they are playing as and what they should do. At my table, there was one player who started the game not knowing what they should be doing or how to play the game. However, by the final scene of Act 1, they had masterminded a plot to rob a bank, hired my character to help them, then threw me under the bus to the bank’s treasurer to play both sides of the conflict and always come out on top. I didn’t even care that I was being used as a scapegoat because it was such a glorious move.

One very important aspect to leadership that can be seen through Fiasco is that everybody in a group should be equally comfortable and equally involved. The characters in the game are not good people who can get into any scenario that the players think up. Some situations, however, might be really uncomfortable or triggering to players. It is very important- and the rules explicitly say to take a break and discuss the direction of the story -to check in with everybody at the beginning and frequently throughout that there are not any topics or themes that are ruining their fun. In addition, especially with a roleplaying game, some players (particularly those with more experience) may become more prominent while other players are pushed to the side. A couple designs I really appreciate from Fiasco include how each scene has a different character that is explicitly the focus of the scene, each player-character has an equal amount of scenes, and the circle of relationships and details tie everyone together because that allows everybody to have an “in” that allows them to get involved in the story and remain relevant. Thinking about this in terms of leadership, everybody in a group needs to be relevant and feel that they are relevant, and it is a leader’s responsibilities to make that happen.

Fiasco is meant to be played by people looking to act out a ridiculous story together. People who appreciate games for their rules and mechanics, or people who get frustrated when they can’t pause to think and must improvise, should probably find a different game to play. Personally, I have some friends I’ve met in various theatre programs that would find Fiasco really fun. They have experience thinking on their feet, getting into character, and creating a fun story together. However, I recommend that anybody who likes being creative, whether you are a professional actor or somebody with zero improv experience, give Fiasco a try.

Fiasco Playset: The College Experience

THE COLLEGE EXPERIENCE

The college experience. Every college freshman looks forward to the day that they can begin their own life. Free from their parents, their boring hometown, and all the past. It’s time to begin anew and make up your own rules to live by. With no one telling you what to do, you can be free to do anything you want to.  However, there will be bumps in the road. College isn’t all sunshine and rainbows. Will you walk out with that bachelor’s degree? Can you survive communal bathrooms? You might end up having a fiasco or two during your four years at Golden Valley University.

RELATIONSHIPS

1 ROMANCE

⚀ Sickly cute lovebirds

⚁ Unknowingly crushing on each other

⚂ Recently turned ex’s but no one else knows

⚃ One-night stands

⚄ Dumper and Dumped

⚅ Cheating their other significant others with each other

2 FRIENDSHIP

⚀ Childhood friends

⚁ Dormmates since freshman year

⚂ Only talks in academic settings, otherwise “ I don’t know this guy”

⚃ Due to hating the same person

⚄ Relatives

⚅ Senior mentor and freshman

3 ACADEMIC

⚀ Group project partners

⚁ Professor and Student

⚂ Professors of the same subject

⚃ Aged Researcher and newbie researcher

⚄ Academic Rivals

⚅ Student Council President and Student Council Vice-President

4 DORM LIFE

⚀ Ex roommates

⚁ RA and RD

⚂ No clue who the other is but now we live together

⚃ Early riser and night owl

⚄ Lives down the hall from each other

⚅ Trying to get in the same dorm

5 CLUBS

⚀ Video game club members

⚁ Writer and photographer for the school newspaper

⚂ Greek Life Members

⚄ Star Basketball player and head cheerleader

⚅ Band Geeks

6 CONTROVERSIAL

⚀ Drug dealer and drug addict

⚁ Borderline alcoholics

⚂ Frat hazier and hazed

⚃ Stalker and Stalked

⚄ Faculty and student dating

⚅ Abusive dating partners

NEEDS

1 TO GET LAID…

⚀ …and finally lose my virginity.

⚁ …by as many people as possible.

⚂ …to feel like I am alive again.

⚃ …due to this bet.

⚄ …by that specific person.

⚅ …before time is up.

2 TO GET EVEN…

⚀ …against my ex.

⚂ …more wasted today.

⚃ …against the dean.

⚄ …with the frats/sororities.

⚅ …with myself.

3 TO GET RICH…

⚀ …off all these drugs.

⚁ … by selling the answers to the final exams.

⚂ … by taking someone down.

⚃…the old-fashioned way.

⚄ …through a risky investment.

⚅ …stealing it.

4 TO PROVE…

⚀ …myself to them.

⚁ …that college is pointless.

⚂ …I am right.

⚃ …that Dr. Peabody is a dirty liar.

⚄ …that I was not that wasted.

⚅ …that I am willing to risk it all.

5 TO WIN BACK…

⚀ …my true love.

⚁ …my scholarship.

⚂ …my fake ID.

⚃ …my spot on the team.

⚄ …our first-place trophy.

⚅ …my reputation on campus.

6 TO GET THE TRUTH…

⚀ …about that one frog in the biology lab.

⚁ …about how I got accepted into this college.

⚂ …about this love note.

⚃ …about why I was ghosted.

⚄ …about the mysterious room in the student center.

⚅ …about what I exactly did when wasted last weekend.

LOCATIONS

1 STUDENT CENTER

⚀ The bubbly cafe

⚁ A study room

⚂ The theater

⚃ The bowling alley

⚄ The swimming pool

⚅ The greenhouse on the roof

2 ADMINISTRATIVE

⚀ The President’s Office

⚁ The Academic Advisor’s Office

⚂ The Official Records Office, still using paper recordings

⚃ The Security Office that sees everything almost happening on campus

⚄ The campus HR Department

⚅ Alumni Relations Department

3 OFF CAMPUS

⚀ Skipper’s Pizza

⚁ Bell’s Gas Station

⚂ Chai’s Tea and Coffee, the only decent coffee in the area

⚃ Comfort Plus, the area’s marketplace

⚄ Brew-ha-ha Bar

⚅ Off Campus Apartment

4 ACADEMIC

⚀ Dr. Hugh’s Chemistry Lab

⚁ The ultra-drab math department

⚂ The overly saturated Art Wing

⚃ The computer lab

⚄ The “why was it designed this way” Architect building

⚅The comforting Psychology building

5 HOUSING

⚀ Phi Theta Fraternity House

⚁ The dorm at the edge of campus

⚂ Co-ed Dorm

⚃ Freshman Dorm

⚄ The Honor’s Dorm

⚅ Women’s only Dorm

6 ISOLATED

⚀ The Dean’s house

⚁ The campus’s untamed woods

⚂ The top of the bell tower

⚃ The mysterious basement of the Student Center

⚄ The sidewalk

⚅ An unused dorm room that’s always open

OBJECTS

1 ACADEMIC

⚀ The answer key to a final exam

⚁ An overpriced textbook

⚂ A previous student’s notebook

⚃ The password to the computer lab’s secret files

⚄ Stolen dorm keycard

⚅ Fred, the biology frog

2 DRUGS

⚀ Is this weed or catnip?

⚁ Stolen antidepressants

⚂ A mysterious mix of several unknown alcohols

⚃ “Study drugs”

⚄ Mushrooms grown in the campus woods

⚅ A Ziplock bag full of cocaine

3 PERSONAL

⚀ An unaddressed love letter

⚁ A heart-shaped locket

⚂ A gift from your first roommate

⚃ A well wore baseball cap

⚄ A locked small wooden box

⚅ A Tattoo

4 HOBBY

⚀ A sewing kit

⚁ Brightly colored makeup

⚂ A recording of the newest podcast

⚃ Baking supplies

⚄ Paints and canvases

⚅ A black belt in judo

5 PARTY

⚀ Kegs as far as the eye can see

⚁ A condom that been in a wallet for months

⚂ Over the top stereos

⚃ An STD

⚄ A Red solo cup

⚅ A fake ID

6 TROUBLE

⚀ An error in the Student Records

⚁ Misuse of college funds

⚂ Failing grade in a mandatory class

⚃ A stolen chemical from the chemistry lab

⚄ Illegal Fireworks

⚅ A hand gun

Game of the Week Blog Reflection: Fiasco Week 3

This week was the final week we played Fiasco. During this session we were able to set up the tilt and complete the story. I was surprised to find my character coming out the best. Everyone else went to jail or worse due to my characters actions. My character was able to get away with murder but that doesn’t mean she didn’t feel guity about it. The murder was pinned onto two other characters in the session, causing them to pay my characters price for her crime. My character ended up regretting everything that she did to the others, and even did try to turn herself in. However, due to the police in our session being corrupt, they didn’t believe her and chose to continue on with what they believed as correct.

I think the hardest part of this week was setting up the tilt. At first, my group didn’t know where to go with the tilt. We also had to refresh the rules on how the tilt was played out, due to how long it had been since we all watched the how-to videos. There was a lot of time we spent on trying to decide where we wanted the story to proceed. 

The game Fiasco is a cooperation game, but you are also trying to compete with the others. We all are writing a story and acting out what our characters would do. We all need to be able to give and take to move the story and the game along. Everyone has a role to be played. It takes leadership to direct the story. You have to either direct the story in the direction you want it to be, or follow someone else’s ideas in the story. Everyone has a give and take in this game. However, everyone is still trying to make it so that their character’s goals are achieved. In our session, everyone could state that they lost the game, but how much everyone lost was different. 

I still believe that my friends who are into Dungeons and Dragons would enjoy playing Fiasco. They all enjoy making characters and acting as their characters. They also all have chaotic tendencies. Maybe the next time we all start planning a new Dungeons and Dragons campaign, I could instead suggest we all play Fiasco.  

Game of the Week Blog Reflection 5: Fiasco Week 3

This week in Tabletop Leadership, we continued playing Fiasco. In this session, we were able to complete Act 2 and the Aftermath. The hard part about this week was the wrapping up the storyline. I am not very good at making up stories, but my playmates did a good job helping me through it. I tended to have my character only experience bad things. I ended up with all black die and my tilt choice was “Something bad will change your life forever”. This caused my character to not have a happy ending at all and he ended up in jail.

Overall, the play session of Fiasco over the last 3 weeks was a really good time. I enjoyed the story we came up with because my playmates had really great ideas. I probably wouldn’t play again just because it isn’t my style of game, however, if I were to play again I would be able to come up with a much better story now that I have a good feel for the game. I would recommend this game to my friends that are very creative. I mentioned my friend Alex in the previous weeks but I think it would be good for any of my friends who have a creative mind. You can really come up with some intricate stories if you play with creative people.

This game ties to leadership because you can really take control of the group if you choose to do so. That is something I needed work on because I couldn’t figure out how to move my character’s story along. A good leader would be able to develop the story in a way that they want to because they have to influence the group and how the rest of the story unfolds.

Fiasco: A Review

Over the past three weeks, we played a roleplaying game called Fiasco. Overall, I really enjoyed Fiasco because of the openness of the game proper. Everyone gets their time in the spotlight because of how the game is structured. This can be an issue in some TTRPGs that rely heavily on roleplaying.

Session one consisted of selecting the wild west playset, Boomtown, character creation, and Act One. We rolled all the dice in the center of the board and then went round-robin, choosing how our characters’ relationships. This was the hardest part to understand for me. Your character traits, relationships, and everything else are pulled from the communal pool of dice. For players new to roleplaying systems, I think this works really well at giving them a place to start, however I would have liked to have more agency over the choices I made as I could see much more interesting plot threads that what we got. However, the game we played was a total blast, as you will soon see.

I ended up playing Lonnie, the horse whisperer whose most prized possession was the tear-stained love letter left by his husband, Dino (A player in the game), who had up and disappeared in the middle of the night. Character creation is one thing that Fiasco does right. Conflict of interest is one of the main focuses of the game, and by working together to establish motives, the plot of the game became clear. Lonnie goes to his outlaw cousin Annie, another PC, with a half-baked plan to kill his husband in a fit of rage. As the session progresses, it becomes clear that Annie has her own agenda. She robbed Dino way in the past for a whopping $20,000 and maybe planning to finish him off once and for all. Annie meets up with her old partner in crime Samira, another PC, to pick up some firearms, and the spark of an old romance ignites. As it turns out, Samira works for Dino at his general store next to the old church. At the end of session one, we were primed and ready to go for the tilt.

Session two was where **** hit the fan. Lonnie and Annie were determined to off Dino. Meanwhile Samira in crime was hatching her own plan so that she and Annie could ride into the sunset while everything burned around them. Dino, now played by a new member to the group, tried to reconsile with Lonnie at the church where they first came together as a couple. Then Annie arrived and tried to convince Lonnie to pull the trigger and off the man who caused him so much pain, but Dino had succeeded in planting a seed of doubt in Lonnie’s mind Our tilt was someone panic and panic, Lonnie did. Seeing this moment of doubt, Annie shoots Lonnie in the leg and gets into a scuffle with Dino. Samira arrives and tends to Lonnie’s would while thinking about stabbing him. The fight continues until Samira suggests that Annie and her just leave Lonnie and Dino. Annie agrees yet she sets the church on fire on her way out. The session ends on a cliff hanger with The Aftermath saved for meeting three.

Session three was a rather short one for us as all we had to do was cover The Aftermath. Throughtout the game when each seen ends, the PCs where not involved get to decide if the characters involved got good or bad endings. Now is when you total up the die to determine your ending. Lonnie got a bitter end where he lived through the encounter with his cousin however the wound never quite healed right. Lonnie blamed everyone but himself and this sour attitude caused Dino to leave him again. The game ended as it began, with Lonnie reading a tear stained love letter.

Fiasco works to facilitate leadership in numerous ways, chief among them being: knowing when to step down and let someone else have the spot light. Fiasco heavily relies on improvisation and the best improv scenes work best when everyone is complementing each other and building on what everyone else establishes. In our game each person had several opportunities to lead a scene in the direction they wanted it to go and we supported them in that moment.