Playing games other than D&D
We learn by re-contextualizing information. In school, we might read a text, watch a video about the same topic, and then apply our knowledge in an experiment. The same learning principle applies for DMing or playing D&D. Playing a similar but different game gives us a fresh perspective on core aspects of our game.
The roleplaying game Fiasco is one of these games. It sheds new light on the skills we need to play D&D. Specifically, Fiasco lets us train our improvisation skills, and the ability to play off of the ideas of other’s at the table.
What is Fiasco?
For reference, this article is based on play experience with the Fiasco Boxed Set.
In a game of Fiasco there is no game master. Everyone at the table works together to tell a dramatic story about an unfolding… well… an unfolding fiasco. The game is inspired by movies such as Fargo and Burn After Reading. In Fiasco the ambition, incompetence, and bad luck of the characters leads to a searing catastrophe.
Players take turns playing scenes. There is no pre-determined story that everyone follows, no maps or “boxed text” to guide players through the narrative. Instead, players use a general scenario, like “Poppleton Mall”, a shopping mall in a small town to set their scenes. Cards that describe the relationships between the characters inspire the motivation and conflict of scenes.
In play, the game feels very loose, especially compared with D&D. There is no prepared adventure to fall back on, and no dungeon master to guide us through scenes. In a game of Fiasco we have to rely on improvisation and playing off of our fellow players to tell a catastrophic yet satisfyingly dramatic story.
In Fiasco everyone builds the world collaboratively
There is no detailed setting in Fiasco. Instead, the game world emerges through play. As a group, we decide from the beginning on a scenario like “Poppleton Mall.” But we discover the details of the characters, locations, and conflicts in the Mall during the scenes each player sets up.
One player might begin a scene by describing how their character rushes over to the ice cream shop to intercept the date of their ex and try to win back the lost love. All of these aspects, the ice cream shop, the ex, and their date emerge through improvisation during the scene. Now that this location and these characters are in play, another player might use them for their upcoming scene. After the date was successfully interrupted, another player character might, for example, work together with the disgruntled ex to cause havoc in the mall.
We can bring Fiasco‘s collaborative worldbuilding into D&D
In Fiasco, the game world develops as a result of play. We can bring this concept into our D&D game. Instead of planning out a D&D world with every last detail determined before play, we might leave blank spaces in our world which we can fill with the players’ ideas. A player character’s background might lead to the creation of new guilds, locations, and NPCs. During the game, the group might speculate about the ulterior motives of a noble. As a DM, we can spontaneously decide that their speculations are correct, and turn the minor noble NPC into an important villain.
Fiasco can show us the power of collaborative world-building. We can leave blank spaces in our game world, and remain open to ideas of the players about this world. That way, the players gain a sense of ownership and responsibility about the setting. This collaboration is built into the rules of Fiasco. As D&D DMs it might require a change of mindset.
Playing Fiasco lets us experience the thrill of building and discovering a world together.
Related Illusory Script Articles
- D&D Encounter Template: The Ritual Challenge
- Letting Go: A Moment of Revelation for Dungeon Masters
- Turning a D&D Dungeon Map into a Tool for Improvisation
Links & Resources
- Fiasco Box Set by Bully Pulpit Games and Jason Morningstar – https://www.atomicempire.com/Item/285037