Edit: If you want to know what this is all about, follow me to the very beginning, where I lay out the concept that brought this outline.
Now that we have established the characters, their relationships to each other, and some background for each of them, it’s time to think about the actual story.
Normally in Fiasco, the player that grew up in the smallest town would go first (I know, right), establishing or resolving a scene with their character in focus, receiving a black or white die at the end of it (depending on a “good” or “bad” outcome for their character), and handing the focus off to the next player. Everyone gets to act twice as main character in the scene, while they may stand in as supporting character in other player’s scene, either as their own character, or as random NPC to flesh out the narrative.
Since I’m doing this all by myself, I simply chose who gets to go first, and no picking and choosing of dice needs to happen. Based on my initial thoughts, I decided whether a scene ends good or bad for that character, giving it a black or white tag. In the actual Fiasco game, during act 1, each players receives a die, but has to give it to another player (in act 2, each player keeps their dice as they get them). I’m thinking of ways to establish a distribution to allow for each character to end up with a number of black and white dice at the very end to be able to roll on the Aftermath Table. I might, if enough interest arises, run a poll at the end for each scene to see what you think each character should have received at the end of that scene. Or some-such thing.
Anyways…Read More »