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Barad The Dwarf
Belgium De Haan
Got some sanity left?
Come over to the RPGG Tavern, I buy you a drink.
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So tonight normally we will have our first live session of Fiasco, no idea what playset but I have a couple print out and we will decide tonight.
Is there any special advice you can give us?
Jan
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Adrian George
United States San Antonio Texas
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Have fun?
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Barad The Dwarf
Belgium De Haan
Got some sanity left?
Come over to the RPGG Tavern, I buy you a drink.
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Good idea...
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Marshall Miller
United States Medford Massachusetts
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Live before an audience, live recording, or face to face?
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Barad The Dwarf
Belgium De Haan
Got some sanity left?
Come over to the RPGG Tavern, I buy you a drink.
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face to face, first time our group will try it. We aren't used to this type of games.
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T'Leynti
Netherlands Oud-Beijerland Zuid-Holland
Live long and prosper RPG Geek
Challenge your preconceptions or they will challenge you.
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Do not overthink, be impulsive. Put each other in strange situations and lots of conflict. Things are meant to go bad, try to make it worse.
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Dave Wilson
United States Pleasanton California
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I think the hardest part of a Fiasco game is the first scene or two after completing the setup. Sometimes it can be tough to get the ball rolling. What helps me is focusing on the need that connects you to another player, and then driving at that. Hard. Once the ball is rolling, you have a story line to follow (chasing your need), plus at least one other storyline (the other need) to mess up.

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Cliff
United States Western Great Lakes - Owashtinong Aajigaaning Michigan
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Be ready to "rewrite" a few seconds of a scene just played out for maximum effect? (but I am still half unfamiliar with the ruleset) ...but with a game like Fiasco...
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John Middleton
United States Laramie Wyoming
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Make sure you have 3x5 cards and Sharpies for the setup.
Once you start play, try to stay in character as much as possible.
I would go with a modern playset, like Tales From Suburbia or Southern Town for the first game as it is much easier for players to grasp the game if the internal elements are familiar. Playsets like Dungeonslayers and Lucky Strike tend to be quite difficult to flesh out easily.
There is a playmat here http://www.bullypulpitgames.com/downloads/ that can help explain the flow of the game to new players.
I have found that it helps a lot to have a copy of the tilt and aftermath charts outside of the gamebook to speed these sections along.
Also, DO NOT allow more than one copy of the playset at the table. During setup only the player whose turn it is should be looking at the playset to make their choice. Other players should not be starting to form story and plot until almost near the end of setup. They should make their choices from the playset based upon what is in play before them rather than pre-planning what they think would be cool. This makes a HUGE difference on the game when setup is reactive and the connections and story can then flow once the base elements are in place.
Good luck, this game is fantastic.
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Brian Cooksey
United States Nashville Tennessee
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Make sure everyone knows what they're getting into, by which I mean make sure all the players know that their characters aren't likely to have happy endings.
Be prepared for your idea of your character to be changed in the middle of the game. This doesn't always happen but it's fun when it does. One of the recent games I played in featured a character that was looking like a pretty good guy up until one of the other characters brought up something from his past. After that, he was the main bad guy of the story.
Make sure you've got plenty of dice, paper, and writing implements.
Don't be afraid to play around with time. If a flashback (or flash-forward) scene makes sense, you don't have to keep things linear.
If someone has a good idea for an opening scene, they go first!
Have fun and let us know how it goes.
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Barad The Dwarf
Belgium De Haan
Got some sanity left?
Come over to the RPGG Tavern, I buy you a drink.
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I will try to keep everything in mind and we are ready with all stuff. I have a couple of playsets ready and see which one the players will like the most.
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Tim
United States San Antonio Texas
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Tell players to think of themselves as the actors in a play. Don't let players devolve into "protecting" their character. Roll with the punches. Don't try to "counter" bad things, take a lesson from improv comedy and say "yes, and..." and the game will magically work out, no matter how unlikely it seems, and be amazing.
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Scott Slomiany
United States Unspecified Unspecified
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If people are new to the game, I'd start with something like, try and take everything to extreme conclusions. If your character fails at something, he should fail spectacularly. If he succeeds, then it should be so successful that the karma is sucked up out of the room and somehow makes things miserable for other characters.
Take the "big dreams combined with poor impulse control" concept to heart. Things that characters do should be big, probably stupid ( but makes sense at the time to someone desperate) and most likely to have dangerous consequences.
Characters/players shouldn't act as a complete team. In fact, there should be at least one character relationship that is very much an adversarial one. With other players playing sort of lackeys and "henchmen".
When deciding on the outcome...make sure that when you decide a character should fail in a scene, it should be bad. If you decide that a character has a good outcome, lead the action in such a way that it will have unintended consequences later.
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Dan Maruschak
United States Eugene Oregon
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People are likely to fall into the habit of starting the next scene as a continuation of the one that just ended. On your turn, make every reasonable effort to frame your scene in a different place at a later time, to remind people that it's a useful option and the kind of thing you see in movies all the time. If the players are used to playing RPGs where every character is present in every scene they'll probably start to frame Fiasco scenes that way too, so when you have the opportunity try to frame scenes with different combinations of characters so that drama and tension can develop.
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MSV Burns
United States Olympia Washington
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Hey, I'm going to be playing my second-ever Fiasco session tonight (five players, two noobs, three who've played once before) so I'm psyched to see this thread! Lots of good tidbits in here.
"Only one copy of the playset at the table" is very intriguing, and seems sound. I'm going to try to keep the words "react and respond" in my brain tonight.
The one piece of advice/experience I could share would be to try your best to GO FOR IT as relentlessly as possible. It says so right in the book, "You don't get that many scenes, so try to make them count," but this can't be understated.
When we played the first time, there was definitely some farting around/tentativeness in the early scenes. Eventually, it all came together in the end with a "successful" fiasco, but it seemed touch and go for a while. This time through, I'm going to try to push, push, push all the way through.
Maybe we can compare notes sometime after Christmas...
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Barad The Dwarf
Belgium De Haan
Got some sanity left?
Come over to the RPGG Tavern, I buy you a drink.
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Well first session is over and the session report is in geekmod. It was great, it was indeed hard to start it up but after that it really went quit good. Not always easy to establish or resolve a good scene but with all the interaction it went really nice.
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Paul Baldowski
United Kingdom
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Sounds like my first game. Enjoyed by all, but weird getting it going and having people hit each scene running, rather than stumbling. Two of our three characters survived, so we probably didn't play right!!
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