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Showing posts with label Jason Morningstar. Show all posts
Showing posts with label Jason Morningstar. Show all posts

Friday, 16 May 2014

Disastrous Entertainment

If the Coen brothers were to design a roleplaying game, then it might be an awful lot like Fiasco. Then again, Fiasco: A Game of Powerful Ambition & Poor Impulse Control is inspired by two of the Coen brothers’ movies—Blood Simple and Fargo. It is an ‘indie’-style RPG published by Bully Pulpit Games that focusses on establishing and resolving the opposing greeds, fears, and lusts of its protagonists in a narrative that is set up and completed in just three hours. It is designed for three to five players, does not need a GM, and requires no preparation—set-up is part of its play.

Fiasco is played as a three-act structure. In Acts One and Two, each player has two scenes in which to play out his protagonist’s plans and ambitions. Between the two occurs the ‘Tilt’, an event that upsets everyone’s plans, forcing them to desperate acts in Act Two. Following which, everyone’s fate is resolved in the Aftermath.

Beyond the rulebook itself, Fiasco requires two black and two white dice per player, pencils and index cards, and a Playset. The dice are used to randomly determine the elements of a Playset and its aftermath for each of the protagonists, as well as a timing mechanism. The Playset provides the elements and theme for the Fiasco—the relationships between each of the pairs of characters in the game, the needs that they share, plus objects and locations of note. Four such Playsets are included in Fiasco—‘Main Street’ (small town America), ‘Boomtown’ (The Wild West), ‘Tales from Suburbia’, and ‘The Ice’ (McMurdo Station, Antarctica)—more are available from the publisher’s website. The game works better if printouts are available of the playset and the rulebook’s Tilt table.

Before play begins, the players roll the dice and then use them to match the numbers to the categories and their elements in the Playset. This sets up their protagonists’ relationships, their needs, and places and items. Initially the set-up focuses on establishing relationships between each pair of players, but by the end, there should also be one Need, one Object, and one Location as well—though there may be more.
For example, Debbie, James, John-Paul, and Peter sit down with the ‘Pyramid Scheme: The Death of Brandon Madeley’ and roll the dice. Going round the table, Debbie uses a die to open up the ‘Romance’ category from the Relationships table between herself and James; James then opens the ‘Crime’ category between himself and John-Paul; Jon-Paul selects the Friendship between himself and Peter; and Peter chooses the Family category between himself and Debbie. Going round the table again, James defines the ‘Romance’ Relationship between himself and John-Paul with the ‘lovers behind the boss’ back’ element; John-Paul selects the ‘mole and federal investigator’ element for the ‘Crime’ Relationship he has with James; Peter moves and determines that the ‘Family’ Relationship he has with Debbie is that of ‘parent/child or stepchild’; and lastly, Debbie is left to define the Friendship Relationship between John-Paul and Peter. She opts for ‘drug friends’.
Using the rest, the players add an object—an attaché case stuff full of bearer bonds, and a location—the boss’ yacht. Two needs are also added. Peter selects ‘…about his mother’s death’ from the ‘To Get The Truth’ category from the Needs tables, whilst James opts to ‘Get Rich’ by ‘…taking the boss for everything he’s worth’.

Once this is done, the dice are collected up for use during the game’s play and then the players define who their protagonists are. This is broadly done. For example, Debbie defines her character as Angeline Madely, the boss’ second wife, ex-secretary made good, big blonde dressed in the most expensive faux-leopard skin possible, whilst James decides that his character is Boyd Wooten, assistant to Angelina’s husband who might know some of his dirty secrets. As their Relationship suggests, Boyd and Angeline have been having an affair, he behind his boss’ back, she behind her husband’s.

Play proper then begins. In both Acts, each player has two scenes, each scene a chance to put his character in the spotlight and further explore both his needs and relationships. Typically a scene will involve one or more of the characters he has relationships with NPCs handled by those not involved otherwise. There are two possible types of scene—Establish and Resolve. To Establish a scene, the player chooses how it is framed, but the other players will determine its outcome, whereas if he chooses to Resolve, the other players choose how it is framed, but the player determine its outcome. At the end of each scene, the player is given a die, a black die if the outcome is negative, white if it is positive. During Act One, this die is not kept by the player, but given away, whereas during Act Two, the player will keep the die.

With the Establish and Resolve rules, a player can either set the scene up or he can decide its outcome, but he cannot do both. The rules also enforce Fiasco’s collaborative style of play because the other players must have input into the current player’s scene, either to help end it if he chose to Establish, or to set it up if he wanted to Resolve.  Thus they work together throughout to build and create the story of their Fiasco.
For example, on James’ turn, he decides that he wants to Establish a scene between his character, Boyd, and Debbie’s Angeline in which he will find out if she knows where the attaché case stuff full of bearer bonds is. They rendezvous aboard the boss’ yacht and he attempts to woo the information out of her. As they play the scene out, Angeline resists, Boyd gets desperate, and then he threatens to reveal secrets of Angeline’s. At this point, the other players—John-Paul, Peter, and Debbie—determine that this is not going well for Boyd, and hand James a black die…
Between the First and Second Acts, there is the Tilt, which adds the two elements that will have a negative impact on everyone’s plans during the Second Act. The Tilt Table is found in the core book and the elements are determined by the players who rolled the highest result on the black and the white dice.
In our example, James as Boyd and Peter as Johnnie have rolled the highest numbers. Their choices are the ‘death, after an unpleasant struggle’ element from the Tragedy category and the ‘a showdown’ element from the Guilt category. These two elements will somehow figure in the outcome of Act Two.
At game’s end, the players roll the dice they have accumulated over the course of their four scenes subtracting the lower colour total from the higher colour total. The result for each player determines the ultimate outcome for his character—lower totals give worse outcomes than higher ones. During the Aftermath, each player has the chance to narrate what exactly happens to his character after everything that has gone on. From set-up through to the Aftermath, including both Acts should only take about three hours at most.

Fiasco is clearly and simply written, its style of play amply showcased with a lengthy example. If there is an issue with the game, it is that it represents a radical style of play in comparison to that of traditional RPGs. Most RPGs are driven by one narrative and work by having the players influence the game through an impartial player—the Referee—their only job being to concentrate on what their characters do in the world presented by the Referee, who in turn directs the narrative of the game. Storytelling RPGs shift this control to the players, who as the game progresses, create the narrative and the story collaboratively as well as they tell the stories of their characters—typically in short, concentrated sessions. Essentially, they shift their role from just the ‘I’ of their characters to being both the ‘I’ and the world normally narrated by the Referee. It should be pointed out that this is a radical switch to make for many inured in standard roleplaying where the players often have little or no say in the world that their characters are in or in the outcome of what their characters do.

With a framework rather than a set of rules, Fiasco, like many storytelling RPGs, relies heavily upon the input of its players. They have to engage not in a setting that is pre-written for them, but in a setting that they themselves create as they play. In particular, the players need to engage in not just the RPG’s genre—but also the setting, themes, and elements of the Playset selected for the forthcoming game. A good Playset should underpin a good session spent playing Fiasco and a good Playset should provide inspirational elements enough to make it worth using it again and again. A side effect of the choice of genre also makes Fiasco accessible to those new to roleplaying; indeed they have the advantage of having not so preconceived notions about roleplaying garnered from playing more narrative RPGs.

A good storytelling RPG encourages good gaming and good storytelling, and Fiasco epitomises this. It comes as pleasing complete package, its keeps a tight structure around the game, and it forces—in a good way—the players not just to play well, but it forces them to create well too. Playing your desperate plans gone disastrously awry has never been so much fun—Fiasco: A Game of Powerful Ambition & Poor Impulse Control enables you to emulate its genre in exemplary style.

Tuesday, 13 March 2012

Revenge Burns...

Many Fires is a one-shot scenario for Trail of Cthulhu, Pelgrane Press’ RPG of Lovecraftian investigative horror designed by Kenneth Hite. It delves into the secret background behind a significant event in American history – the United States military’s Mexico Expedition of 1916 against the paramilitary forces of Mexican insurgent Francisco "Pancho" Villa during the Mexican Revolution. It comes with six pre-generated investigators, but guidelines are included so that the Keeper can run the scenario as part of an on-going campaign or as a shorter, convention scenario. As the first declaimer proudly states, Many Fires is a Pulp adventure, which means that the investigators are more capable of standing up to and even surviving against forces of the Mythos arrayed before them. Indeed, to quote said disclaimer: “If your Investigators playtheir cards right, they may be able to punch an evil god straight back to… [].” The disclaimer does say where the evil god can get punched back to, but to say exactly where at this point would give quite a lot away. Then again, if the title of the scenario is not enough of clue for you, then you are no Nestorian!

Many Fires is written by Jason Morningstar, the award winning designer of the RPGs, The Shab-al-Hiri Roach, Grey Ranks, and Fiasco. It comes as a forty-four page, 41.19 Mb PDF, complete with an extensive background and eleven handouts as well as the pre-generated investigators. Set in 1928, a decade after the Mexican Punitive Expedition and five years after the mysterious assassination of Francisco "Pancho" Villa in 1923, it has the investigators going after Villa’s right hand man, “Major” Marcano Chimones and the last of the Villistas, who leads a gang that was once part of Villa’s, but has since returned to their banditry ways in the Northern Mexico state of Chihuahua. This is at the request of General John J. Pershing, the United States Amy’s highest ever ranking general and the commander of the Mexico Expedition. For some of the pre-generated investigators, this is a very personal request, their number including Warren Pershing, the General’s only surviving offspring; the African-American manservant who managed to save Warren’s life from the fire that killed the General’s wife and daughters in 1905; and an old army comrade of the General from the days when they hunted Apache Indians in the 1880s. The other three pre-generated investigators served with the General on the Mexico Expedition in one capacity or another. For those wanting pecuniary reward, Pershing suggests that Chimones might still retain the last of Villa’s gold, but all of the pre-generated investigators have their own motives for going South of the Border.

The scenario opens with the investigators arriving in Ciudad Chihuahua, the capitol of Chihuahua state. From there, they push West into the Valle de Bustillos, discovering towns and villages beset by Chimones’ bandits and others settled by German speaking Mennonites from Canada. As they get closer to Rancho Bustillos, they find themselves tailed by strangely scarred Mexicans, Indian natives that warn of the dangers to be found further west high in the Sierra Madre del Norte, and bandits that laugh in their faces when they come in search of their Jefe, Major Chimones.

Eventually, the investigators must climb up into the mountains and confront both the last of the Villistas and the secrets that the dread inhabitants of mountains have been harbouring for centuries. If the scenario up to this point has been fairly linear, the final confrontation is anything but, being more player led, which has the potential to get chaotic once the “monsters” are unleashed. Exacerbating this aspect of Many Fires is the fact that all of the pre-generated investigators have their own agendas. Naturally, some of these will conflict with the agendas of other investigators, but some of the investigators possess agendas that conflict with each other. Elements of these agendas will doubtless be revealed earlier in the scenario, but by the time of the final confrontation, they should all be out in the open.

Although an interesting scenario, Many Fires is not a perfect one. It suffers from a lack of a thorough edit and the layout lacks polish. Too often one section of text crashes into another, making reading it a sometimes jarring experience. Another issue is that bar the letters from General Pershing to be given out at the beginning of the scenario, Many Fires does lack an introduction for the Keeper to give to his players. This would be particularly useful if it were being run as a convention scenario.

Despite being a Pulp scenario, Many Fires shares in common with many other scenarios for Trail of Cthulhu the fact that it only fully works with the pre-generated investigators rather than with the players’ own. This is not to say that it will not work when added to an existing campaign, but the conflagration of conflicting agendas will not play a part if played as part of a campaign, and as a result, the scenario will be just too straightforward with the investigators lacking the motivation to follow its tale to its incendiary conclusion. Worse, much of the background regarding General Pershing’s involvement in the scenario will not come to light if the pre-generated investigators and their agendas are not used.

Nevertheless, Many Fires is strong in terms of its atmosphere, the eerie aridity of northern Mexico enhanced with oddity of the encounters, especially with the Aryan formality of the Mennonite immigrants. In keeping with its Pulp sensibilities, there is also room for some fiery encounters and a shootout or two before the final showdown. There is good advice for the Keeper throughout, especially on portraying each of the scenario’s NPCs. The author also does a nice job of creating a variation upon a familiar Mythos entity, but without actually giving the name it is usually known by. Lastly, he also provides an enjoyably feisty, if somewhat bonkers means of resolving the final clash.

Interestingly, it should be noted that Many Fires is not the first scenario to visit Pershing’s Punitive Expedition as the basis for Lovecraftian investigative roleplaying. That was for Brian Appleton’s “Punitive Measures,” a scenario for Call of Cthulhu that appeared in The Unspeakable Oath #16/17. Where Many Fires has the investigators returning to Mexico a decade after the events of the Expedition, “Punitive Measures” puts a United States troop on a rescue mission deep into enemy territory.

Perhaps a little too short, Many Fires is another good scenario for Trail of Cthulhu, which with a very little effort would work equally as well with any RPG of Lovecraftian investigative horror. Many Fires fairly sizzles along before breaking out into a roaring inferno.