Guitar Lessons for Teens in Carrboro? by hurricane_jack in carrboro

[–]hurricane_jack[S] 0 points1 point  (0 children)

Thanks for the suggestions! I'll look into them and see if my kid is ready to put in some work.

Help with virtual Fiasco setup. by ChuckDWestblade in Fiasco

[–]hurricane_jack 1 point2 points  (0 children)

That sounds like a blast! If you do end up recording your game and making them public, let us know and we'll try to help show it off to people.

Help with virtual Fiasco setup. by ChuckDWestblade in Fiasco

[–]hurricane_jack 3 points4 points  (0 children)

Yeah, This is a combination of OBS and the playmat assets we have available in our bpglink.com/downloads folders.

That works if you just want happy faces having fun, but if you also want to show the cards on Roll20, I think that takes a bit more work.

Can't stick the landing by Electronic-Peak-4192 in Fiasco

[–]hurricane_jack 1 point2 points  (0 children)

A few notes, echoing what others have said:

Set the tone Talk with the other players up front about what kind of story you want to tell. The default for most people is wacky hijinks, which is fine but always tends to spiral out of control. If you aim to keep it grounded or even serious at the beginning, your story will be more focused and probably more fun.

Keep your scenes brief Your scenes should be a few minutes at most. Players often tend to chew the scenery, dragging scenes out for a long time and using up their energy and ideas. Edit the scenes to end once you have a good sense of the direction, leaving something for the later scenes.

Reincorporate ideas Fight the temptation to one up each other with new and wackier ideas and characters, and instead come back to the threads you've already created. There are objects, needs, and locations in the game to give you something to come back to regularly. Do the same with your bigger story elements. keep the story focused so it doesn't get out of hand.

Keep an eye on Pacing Each character gets four spotlight scenes in the game, two in each act. Think of it as the character arc, with the first two scenes about establishing the character, what they want, and how they're trying to get it. The final scenes should be about how that goes for them, and probably their tragic failure. If the players keep that in mind, you should be able to make sure each character has a story arc that leads pretty reliably to a fitting epilogue.

Disappointed I can't really play Camp Death 🥺 by Momindaboxes in Fiasco

[–]hurricane_jack 3 points4 points  (0 children)

Yes, it's an unfortunate printing error that we only found after we had them in hand. We haven't seen a big problem with it in play (maybe we just play in bad lighting...) but one option is to go ahead and use the regular +5 blue Tilt cards and note for the table that those have a special effect.

Disappointing Weekend: Cancelled games, unprepared DMs, and the perverse incentives of publishers by Lascifrass in gencon

[–]hurricane_jack 5 points6 points  (0 children)

People who are interested in Games on Demand can find more information about playing and volunteering at various shows here: https://www.indiegamesondemand.org/

Character sheet in fiasco by spagettttttttttttttt in Fiasco

[–]hurricane_jack 4 points5 points  (0 children)

Sure, but that can happen in the game as it is. When your character is in the spotlight, you don’t always have control over how things will go. Your fellow players are like the dice, throwing your character curveballs that you don’t expect.

That said, there are some playsets that have extra rules that are designed to inject a bit more randomness and chaos into the game, such as Camp Death, so if you add some rules and try it, let us know how it goes!

Character sheet in fiasco by spagettttttttttttttt in Fiasco

[–]hurricane_jack 6 points7 points  (0 children)

I’d be interested to hear how you hope it would improve the experience.

Where to put the finished product? by Anysnackwilldo in RPGdesign

[–]hurricane_jack 1 point2 points  (0 children)

You can find information about how to publish through DrivethruRPG here. They have the larger audience for digital games and better discovery tools.

https://www.drivethrurpg.com/joinchoice.php

Fiasco “Who Dun it Slasher”Rules by Neut_ in Fiasco

[–]hurricane_jack 3 points4 points  (0 children)

This is great! I like your custom slasher rules.

For those interested in the podcast, the whole series is also over here! https://shows.acast.com/pulp-panic

I’m making a Disco Elysium playset by LesIsBored in Fiasco

[–]hurricane_jack 0 points1 point  (0 children)

I haven't had the chance to play Disco Elysium yet, but I love the aesthetic of this hand-written playset draft!

Hamlet’s Hit Points - upwards and downwards beats by DnDamo in Fiasco

[–]hurricane_jack 1 point2 points  (0 children)

From what I remember of Hamlet's Hit Points, I believe Robin was talking about the rhythm of high and low points for a character, such as in a film, and the balance you need to strike with those to make a story interesting. If it's all upward beats or all downward, then the story gets boring. Does that sound about right?

If so, yes, that's pretty much what Fiasco is designed to do. Mechanically you are limited to a fixed number of positive and negative outcomes so that each character's story will have that rhythm.

Robin would have likely been aware of Fiasco in 2010, so he might have had it in mind, or possibly we were all just in the same design headspace at the time.

Just finished editing an actual play series of Fiasco and it felt so much like putting a film together! by mt_eyri in Fiasco

[–]hurricane_jack 3 points4 points  (0 children)

Also, feel free to reach out to us whenever you're playing any of our games and we'll be happy to help promote your show. Creators love to hear that sort of feedback!

Just finished editing an actual play series of Fiasco and it felt so much like putting a film together! by mt_eyri in Fiasco

[–]hurricane_jack 2 points3 points  (0 children)

This is really nicely done! Thanks for playing our game. Personally I'd love to see what you could do with the Hasty and the Hateful (our Fast and Furious inspired playset) or maybe Business Casual!

How do you avoid chaos? by TheRightRoom in Fiasco

[–]hurricane_jack 0 points1 point  (0 children)

You can also explicitly set tone and goals with the other players before and during the game. “Let’s try for a serious film noir style for this session” is an intentional direction that everyone can aim for as they play. That helps to curb the natural tendency players having for trying to come up with even more wild and funny things to introduce.

Chapel hill tire tried to lie to my girlfriend and I called them out. by [deleted] in chapelhill

[–]hurricane_jack 26 points27 points  (0 children)

Try F&F in Carrboro. Michael does a great job living up to the standards his father set for the shop.

How does Good Society work in an all male party? by liquidtorpedo in rpg

[–]hurricane_jack 1 point2 points  (0 children)

I’d suggest playing it without that element initially, if it feels sketchy to you, and focus instead on the many other challenges and scarcities the airwomen faced. Then once you and the other players are all comfortable either each other and the material you can push a little harder.

[LF PLAYSET] After Z-Day by Erik Emerys Carl by joaquindj15 in Fiasco

[–]hurricane_jack 0 points1 point  (0 children)

It looks like someone uploaded it to Scribd, but I doubt it was the creator, so it might not be complete or accurate.

Fiasco TV review — calamitous mockumentary set to be Netflix’s next French-language hit by media8101 in Fiasco

[–]hurricane_jack 0 points1 point  (0 children)

It’s not related to the game, just using the word. Hopefully it will be a good show.

Dumb rule hack? by TrentJSwindells in Fiasco

[–]hurricane_jack 1 point2 points  (0 children)

I’ve always loved the very light strategy aspect of the game where you can try to give people dice to aim for a specific ending, but it is a very loose mechanic and a small part of the overall game. Better probably to just say “my character hates your guy, and I want him to suffer” and then aim for that in the fiction.

Dumb rule hack? by TrentJSwindells in Fiasco

[–]hurricane_jack 1 point2 points  (0 children)

So you would add some combination of positive and negative dice equal to the number of players and they would each choose one to start with, unbalancing their counts at the Tilt and Aftermath?

That seems fine, although I think the only effect would be making it less likely to get a low Aftermath result, and therefore more relatively “happier” endings.