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When I've played it, we had a great time. It is knocking on the door of collaborative storytelling. More structured than, say, Baron Munchausen but definitely not a conventional RPG.

You need a group that is, IMO, either:

* Going into it with the expectation that they are going to proactively try to figure out what the story is and push it forward

or

* Happy with a silly story that doesn't go in any particular direction.

I've had fun in both types of groups. You definitely don't want players to go in with the expectation that they'll be overcoming mechanical challenges, though.



Yes, very much this. How serious or realistic the sessions is, is determined entirely by the players taking part. Each character has multiple opportunities to setup a scene and their goals for a scene. Sometimes other players try to sabotage their scene, but it's all done via role-play and isn't determined by dice. The amount of creative freedom is amazing, but does require some players who aren't just interested in the "kill-loot-repeat" style of role-playing that D&D lends itself to. In a session of Fiasco, there are no winners and there are no losers as long as everyone is working together to reach an entertaining outcome. In my most memorable session, I was playing a heel and entirely expected things to turn against me in the end. Despite my rather unfortunate ending by the end of the session it was the most rewarding and collaborate role-playing session I've ever been a part of. In games like D&D, sometimes it feels like you're trying to beat the system in order to be a powerful character. In Fiasco, the focus is the story and the characters and their relationships.




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