Improvisation and “Fiasco.” Two great tastes that go fabulously together! (Part 1.)

by admin on July 6, 2011

I’m Andy and as you probably know I love improvised comedy and drama.

But I can’t perform improv all the time!
However I am happy that there is a lot of other stuff I can do, to scratch that creative itch.
Right now I’m going to tell ya about one of those things…

Recently I discovered a game called “Fiasco” written by Jason Morningstar and produced by Bully Pulpit Games.

I think  this game is fantastic! I love the style of cinema it emulates (more on this below), and in my opinion, the game itself is a masterpiece of design elegance. Using a very simple system it encourages people to sit around a table and tell great stories. This game is a wonderful way to introduce folks to improvisation and creative storytelling, and fun, easy way for those familiar with improvisation to test their creativity and polish their skills.

First I’m going to describe the game a little bit so you can get an idea of what it’s all about, then, as an example, I’m going to break down a game some friends and I had. At each step I’ll try to describe exactly how the game encouraged improvisation, so the improv folks can get an idea of how smart and useful this game can be.

fiasco 202x300

Rather than explain it myself I’ll give you the opening elevator pitch from the game itself:

Fiasco is inspired by cinematic tales of small-time capers gone disastrously
wrong – particularly films like Blood Simple, Fargo, The Way of the
Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people
with powerful ambition and poor impulse control. There will be big
dreams and flawed execution. It won’t go well for them, to put it mildly,
and in the end it will probably collapse into a glorious heap of jealousy,
murder, and recrimination. Lives and reputations will be lost,
painful wisdom will be gained, and if you are really lucky, your guy
just might end up back where he started.

Just to get it out-of-the-way I am not affiliated with Bully Pulpit Games in any shape or form. I’m just a fan pure and simple.

The game needs three to five people and takes about two and a half hours to play from start to finish.

Fiasco is not like most traditional games. The goal of the game is for the players to work together to create an entertaining rollercoaster ride of mishaps, calamity and catastrophe. There is no winner, in fact failure is encouraged!

The best games are when together the players create as much havoc and heartbreak as they can before their characters die/go to prison/become famous!

Note the outcomes are unlimited as your imagination, the game is not restrictive in any way. These are just three possibilities that I picked to give you an idea of what may be involved.

Getting Started:

Every story uses a playset. Think of the playset as the setting. It’s the thing that sets the time, place and atmosphere of the game you are about to play. A playset is a collection of relationships, wants, objects and locations that make a story. These are a key part of the appeal of this game. Just flick through a playset and the ideas and situations leap out at you.

Each playset is geared towards a specific time and place and many emulate established cinematic genres. To get you started there are four playsets included in the core rule-book:

  • Main Street. (In a nice Southern Town).
  • Boomtown. (In the Wild West).
  • Tales From Suburbia. (In a Suburban Community).
  • The Ice. (In McMurdo Station Antarctica).

But this is just a start. There are many more available, and they cost you nothing!

Apart from the 4 in the rulebook every month Bully Pulpit publishes a new playset for you to download free of charge. (You don’t even need to sign up to anything).  If you go to their website you can find 18 more straight away. Don’t forget there’s a new one every month!

You can find those playsets here: Fiasco Playsets.

So one afternoon I sat down with my new friends Tom and Adam in Cardiff, and we decided to have a game of Fiasco.

We used the playset “Manna Hotel” a Fiasco playset written by Dan Puckett.

 

playset cover manna hotel1

The Manna Hotel is three miles north of Manna, Kansas, population 1,200.
The Manna Hotel is a twenty-room motor lodge with its own in-ground swimming pool, now unused. The hotel burned down and was rebuilt in the fifties. Wood paneling and window-unit air conditioners were installed in the seventies, and it looks like that’s the last maintenance anyone did to the place.
Business has been slow ever since they moved the Interstate, so ten of the rooms are closed all the time now. The other ten rooms are rented and cleaned by a manager who lives on the premises.

A game of Fiasco has five stages:

  • The Setup.
  • Act One.
  • the Tilt.
  • Act Two.
  • The Aftermath.

So we sat down and got started:

  1. The Setup.

Together we rolled a pile of white and black dice into the middle of the table. There were four dice rolled for each player, so in this example we rolled 12. We used this pool of dice to select elements from our playset. Each time an element was picked that dice was removed from the pool.

First we needed a broad relationship between each of our characters, then a detail which gave that relationship a bit more specificity. Then we picked a need, a location and an object to be associated with each relationship and finally a specific detail for each.

Not sure what’s going on yet? Don’t worry hopefully it should become clear…

Please remember we did not have free reign over our choices! We could only make choices that corresponded to the numbers on the dice we rolled.

[If you would like to see what options we had, you can take a look the Manna Hotel playset by downloading it from the link here.]

 Taking it in turn we established the following:

  • Tom and I were linked by Crime.
  • Adam and I were linked by Romance.
  • Adam and Tom were linked by Family.

(After this 9 dice remained in the pool)

Going around the table once more we added the following:

  • Tom and I were linked by Crime. The detail was: Blood brothers in the Kansas City Mafia.
  • Adam and I were linked by Romance. The detail was: Loathing(!)
  • Adam and Tom were linked by Family. The detail was: Siblings.

(At this point 6 dice remained in the pool).

Already we were starting to get an interesting idea of who our people could be.

Now one relationship would get a Need one relationship would get an Object and a final relationship would get a Location.

  • Tom and I were linked by a Location “Nearby”.
  • Adam and I were linked by a Need “To get out…”
  • Adam and Tom were linked by an Object “Untoward.”

(After this we were down to our last 3 dice.)

Interesting stuff but we still needed the final details to nail that stuff down. Going around the table for a final time, we used up the last dice and discovered the following:

  • Tom and I were linked by the Location detail of : A clearing in the woods, with a fire pit and a makeshift altar(!).
  • Adam and I were linked by the Need detail of : To get out…of these handcuffs(!!)”
  • Adam and Tom were linked by the Object detail of:  “Seven dried ears on a dirty string (!!!)”
That was a big pile of juicy stuff! Some great ideas hit us straight away, but it would still need a moment for us to work out how it would  all fit together. So we sat back for 5 minutes and had a think…
 

The improv bit for 1. The Setup.

I’m sure the keen and clever improvisers will have already spotted the potential for free-form creativity that this game offers.

The game had provided us with a pile of stuff to use, but it was up to us to make sense of it and conjure up the explanation for how it all worked together. Although we had some choice in the selections, the dice we rolled did narrow down what we had to work with. But this was good! In this way we were guided to be extra creative rather than fall back on overused clichés.

More importantly because we took turns, often the choices for our characters were decided by somebody else! In that way it was a lot like taking suggestions from an audience. For example Adam and I had Tom to thank for us not only being connected by romance but handcuffs too!

For improvisers this is familiar territory. It really helps to think of the setup elements as offers. Using agreement and “yes and…” we worked together to decide who our characters were, and what situation they were in. More often than not, we did this by being a “yes” to the great suggestions other people had. Working together we used the elements we got given to create rich, interesting characters.

After a little discussion and give and take, in no time at all we had our characters:

My Character “Jim Diamond.”

Jim Diamond was a local hoodlum in the Kansas City Mafia together with Benjamin (Tom’s character). He was staying at the Manna Hotel because his Wife Mandy had kicked him out of their house for being unfaithful. Jim was a smooth talking big shot, who presented a good front but ultimately was a rat fink slime ball. This went some way towards explaining how he found himself naked and handcuffed to a bed in Martha’s room (Adam’s character)…

Adam’s Character “Martha McCarthy.”

Martha worked at the Manna Hotel as a sometimes bar person and receptionist. Working at the hotel provided here with her own room. Unfortunately working at the bar one night she was unlucky enough to hook up with Jim, a decision which she soon regretted  in the light of the following morning when she found herself handcuffed to the same bed as him… Martha’s connections to the hotel had allowed her to get a room for her deadbeat brother Benjamin…

Tom’s Character “Benjamin McCarthy.”

Benjamin was a money launderer and numbers guy for the Kansas City Mafia. His big secret was that he was useless with money! So useless that he got kicked out of his apartment for failing to pay the rent. Lucky for him, his sister Martha put him up in an empty room at the Manna Hotel where she worked. He was just there until he got his things sorted out, which he hoped would be soon, now that his mafia friend Jim had turned up…

So there were our characters. You will notice that as yet the two rather more sinister elements (the fire pit and the necklace of ears) hadn’t been included. We figured that was ok. We hadn’t even started the game yet and there was plenty of time for revelations…

So we had everything set up and we were ready to roll!

In Part 2 I’ll explain how the game plays, and tell the full unfortunate story of our three miscreants above…

“Fiasco” written by Jason Morningstar and produced by Bully Pulpit Games.

If you’d like to take a look at “Fiasco” you can order the book or download the PDF from here.

“Fiasco” is also on the shortlist for the Diana Jones Award 2011 award. Boiled down from a long list of 22 nominees, this year the list contains five candidates that in the opinion of the committee exemplify the very best that hobby-gaming has produced in the last twelve months.

The winner of the 2011 Award will be announced on Wednesday 3rd August, at the annual Diana Jones Award and Freelancer Party in Indianapolis, the unofficial start of the Gen Con Indy convention.

**UPDATE**  I am very pleased to announce that Fiasco won the 2011 Diana Jones Award!!!


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{ 3 comments… read them below or add one }

Alex Fradera July 8, 2011 at 8:39 pm

Hi Andy
As an improviser and fan of Jason’s previous (esp The Shab-Alhiri Roach) I’m keen to see how Fiasco plays out. Actually just got it and the Fiasco companion in the post this week!

Great writeup, I’m following along with interest!

Best
Alex

Reply

admin July 8, 2011 at 9:41 pm

Thanks for the kind words Alex, great to hear from another improviser!
I’m sure you will love Fiasco, it’s a fantastic game.

Expect part 2 early next week!

Andy@ignitionimprovcomedy

Reply

Rob Egginton September 3, 2011 at 5:44 pm

Hi Andy,
After your recommendation I bought Fiasco and the companion yesterday. I would have ordered the books but they had sold out (good for them!) I’m impressed by the number of play-sets that are already available (50 that I could find). As my gaming friends are all fans of the Cthulhu mythos we’ll probably start with “Cults of New England”, a Lovecraftian playset.

Interested to read your improv take on Fiasco so far, as I’ve had similar thoughts about the applicability of that lens. What struck me most was that the game aims to give you just enough structure and guidance so that you are freed up to be creative without being stifled. The steering of a scene via dice is a very interesting mechanic – the other players are acting like an improv committee saying which way they would like to see the scene go.

More thoughts once I’ve actually played it. Thanks for putting me on to this awesome looking game,

Rob Egg

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