Fiasco Reflection
Photo credit: Peaches&Cream
Our game of Fiasco was interesting because we thought that each person needed an object and need with each other and not just one between all of us for the story. Our play set was located in main street and our overall narrative was in general very immoral for each character. My relations with the person to my right was that we were old friends and my relations with the person on my left was that we were friendly rivals. As I said, each person had a need between both the people on the left and right. This made the game very chaotic. We decided to focus mainly on the situation where someone needed to kill an elderly person and someone needed to get laid from and older person (this is how we interpreted it, not an old lover). The item in question was a shotgun, and the location was at a chicken hut. However in our scenario the older lover somehow took the shotgun from the potential murderer and killed him. The other scenarios we had were similarly strange and had very insidious plots or needs. In the end nobody one because everyone was either dead or had dead-like rolls of the dice.
Playing this tabletop RPG was certainly an interesting experience. It was similar to writing because it used creativity with very little outside information to make the story. Except with Fiasco there are four “authors” creating a plot using the general information, which was randomly generated by rolling dice. It is somewhat similar to playing video game RPGs because it gives you an environment and things to make the plot with such as people and objects, but in a video game, the plot is very limited compared to that of Fiasco, where the plots can be almost anything.
During our gameplay, some people pretended that they themselves were their character. The way that I played was that I imagined what this person would do in this particular situation given their relationships and needs. I didn’t pretend I was my character but that they were like a puppet. This is Usually how I play most games so this wasn’t a special case for tabletop RPGs. Fiasco was different from other games we have played this semester because it made you use more of your imagination and creativity. The videogames we’ve played were pretty linear and didn’t need much imagination. Playing Fiasco also made me realize that in certain situations, I am not a very imaginative person. I would usually say that I need to improve in this, but I am actually quite content being a logic and realistic based thinker. The learning outcome for the course that we used the most was definitely collaboration. We were forced to make the story of the game together, which is the part that made it fun. It was really interesting to find out what people could imagine for our characters. It was a group effort to create and play the game.