by Sam and Max
Hollow_Man wrote:
I also don't understand how in the first part you get dice based on whether the outcome for your character will be good or bad (decided by the players or the individual), but then you simply give the dice away. How will the outcome for YOUR character be good or bad if you are forced to give away the corresponding die?
Regardless, all the game appears to be is, a) roll dice to come up with random characters and traits, b) make stuff up that happens to them, c) roll dice to see what crazy random plot twist happens mid-story, d) make up more stuff that happens, then e) roll dice to see what random crazy things happen at the end. Again, it seems more like storytelling than gaming.
Regardless, all the game appears to be is, a) roll dice to come up with random characters and traits, b) make stuff up that happens to them, c) roll dice to see what crazy random plot twist happens mid-story, d) make up more stuff that happens, then e) roll dice to see what random crazy things happen at the end. Again, it seems more like storytelling than gaming.
When reading the Fiasco rules I had this same problem. They really should have grounded the context better -- in Fiasco, you're not just the characters, you're the WRITERS of the story. Even for roleplayers, that's a leap in concept.
Meanwhile, yes, it is random dice rolling. HOWEVER even many roleplayers cannot improvise well without structure -- even arbitrary. Fiasco's structure *is* very arbitrary but provides the structure and organization necessary for many to tell a story. The set up is MUCH longer than many storytelling games I've played. I'm fine with playing high-pressure improvisation games, like Baron Munschausen or even Rory's Cubes, but I've seen people play it and fall entirely flat.
I'm sure many BGG'ers do not consider storytelling games to be a game. However, Fiasco's one of the more popular RPGs on RPGGeek, so there's hope yet for the cube pushers!
http://rpggeek.com/thread/712401/share-a-game-fiasco