Admiral Duck Sauce wrote:
Then we get 2d6 per player, half white, half black.
I suggest that, at least for the first one of these we run, once we are ready to move on to Act 1 we dispose of half the dice. This makes the game go faster, and might be a bit easier both for those new to Fiasco, as well as figuring out how to run it PbP.
Admiral Duck Sauce wrote:
We roll 'em all at once and we choose items from the playset based on those d6 results, one person picking one item at a time. At the end of it each player will have a relationship with the players to his metaphorical right and left, and there'll be some interesting needs, objects, and locations. Hopefully if we've done this part right, character ideas should more or less present themselves. Like, you might want a relationship of "Crime" between you and me, so you assign one of the setup dice to that relationship. Then maybe on Dave's turn, he sets one of the dice to "Arsonist and arson-obsessed vigilante", fleshing out our crime Relationship.
Lets say Adam is on Dave's left, and on Adam's turn, he chooses the broad category "Crime" for their relationship. Now its my turn. Instead of choosing an item that ties to me specivically, I have the option of further defining Adam and Dave's relationship. I grab a dice and flesh out that "Crime" relationship, choosing "Dealer and Junkie".
Admiral Duck Sauce wrote:
In "Act I", we all take turns posting scenes. When it's your turn, you can choose to Establish the scene (you get to set the scene and the characters participating) but then everyone else can Resolve the scene (we get to decide if it'll end well for your character or poorly), or you can have everyone else Establish (be prepared to be thrust into high weirdness or immediate conflict) and then you Resolve. If it ends well, you get a white die and assign it to any other player. If it ends... not so well, you assign a black die to any other player. Act I continues until half the d6s are used up. This basically means everyone gets 2 scenes in Act I. Make them count."
At the table, the way you do this is, at some point in the scene, someone silently chooses a dice from the pool and places it in front of the player who's scene it is (If I chose to set the scene, anyone else can choose the die; if I chose to resolve, I choose the die. Based on the color of that dice, you then resolve the scene appropriately.
Admiral Duck Sauce wrote:
Act II introduces the Tilt - some event or object that throws everything into a death spiral. It's more dice and charts, don't worry about it right now. I haven't internalized the Tilt rules yet.
The tilt is pretty simple. Each player rolls the dice they have in front of them, subtracting the black totals from the white totals. The person with the highest white total chooses a broad category off the tilt table. One person looks the table over and looks at the pips on the dice in front of him. Lets say he has 3, 4, 4, and 1. He checks the broad categories, and sees that those numbers correspond to three different categories:
Tragedy,
Mayhem, and
Failure. He chooses
Failure. The second player then, has 1, 2, 6, 1 on his dice. He looks at the corresponding entries for the sub-categories under mayhem. His choices are:
A stupid plan, executed to perfection,
You thought it was taken care of but it wasn't, and
Fear leads to a fateful decision. Dave (the second player) chooses
Fear leads to a fateful decision. We talk about what that means, and decide that Adam's drug dealer is threatening to kill him if he doesn't pay up. Paranoid and desperate, Dave hires the idiots at the local pizzeria to take care of it. The capture Adam's boss and take him back to the pizzariea, where they chop him up and cook him down in the stone oven. Now the cartel guys are in town, bringing the heat down on everyone!
Here's a good cheatsheet: [url="file://area51/users/reagant/Games/Worldspinner/facilitating_fiasco.pdf"][/url]