Before Mr. Morgan explained what role playing games were and how to play, I had really understood them, much less knew what they were. When Fiasco was introduced, I felt overwhelmed thinking about playing a game where we had to create a whole story from scratch.
We began with the setup of Fiasco. My group picked the location Boomtown and began to develop the relationships amongst the players. I was surprised by the fact that during the set up, my group had already began to brainstorm events that would occur in different scenes. With the relationships that were formed between two people, it created a relationship between two other people. For example, Will and I were ranch hands but Michelle and I were supervisor/employee. This automatically established a relationship between Will and Michelle through the relationships they had with me. This points out a value that Fiasco incorporates into the game. It is the sense that there is a depth behind people that we might not always be aware of. It also demonstrates how people can be connected and intertwined with one another through various ways that are not extremely forward.
Fiasco allows for an extreme amount of creativity and flexibility on where the story will go. At the beginning of Act 1, someone started with an idea and everyone in the group contributed to create this very detailed scene, it was truly a collaborative situation. We had to rely on others to carry the scene and is a low risk game because there is no wrong way to tell the story. The game was also not personal, which made the game enjoyable for all players. In traditional games, players are trying to get their character out of trouble, but in Fiasco players must insert their character into conflicts to aid with the scene.
I feel like in the beginning of the game, I wanted to get a sense of where everyone else was going with the story so I was a little more reserved. However, once someone established a scene, if I had an idea, I wasn’t scared to share with the group. It was also fun to see how everyone else stepped out of their comfort zone. Getting to see that create side to the people in my group was definitely a beneficial takeaway from this game.
I’m going to be honest, I was not a fan of the Title. In Act 1, I feel like my group had a very established story going but when we reached the Title, it took us in a direction we didn’t necessarily want to go in. Personally the Title killed my character, which was ok, but it gave the characters a predetermined destiny that we had to work around in Act 2. To add on, not all of our object and needs were thoroughly incorporated, but an afterthought. I feel like some of the elements of Fiasco are to aid people when they are stuck or don’t know what direction they want to bring the game.
My group did not use any intense strategies or skills. The only thing we really incorporated was teamwork. There is no way our experience would have been so successful if we were quiet and timid about adding elements to the story. My group also demonstrated effective communication and compromise because we threw out so many ideas then picked which one we all liked the best. I think the most important takeaway for me personally is that collaboration is so incredibly important to writing and telling a story. I know that if I would have tried to come up with a story like we did in Fiasco, it would not have been successful if I had to do it individually. I think flexibility as a writer is also extremely important and Fiasco is a perfect demonstration of why. I really enjoyed playing Fiasco because it promotes so much creativite energy.