Ah, Fiasco. While not one of the first narrative games or one of the most unique, Fiasco captured the hearts of players because it accomplishes what it sets out to do so well. A game of characters with powerful ambition and poor impulse control, Fiasco takes the recipe set out by its predecessors like Primetime Adventures and distills it to one zany formula, bearing more than a passing resemblance to a Coen Brothers movie. Requiring only a few six-sided dice and one key decision point, Fiasco is a sweet and simple narrative game that can do no wrong.
For the first time, Elliot found himself pulled through a fairy door. He could tell he was in his homeland, but nowhere he had ever been. But when he called to the laughing voice, she responded. Apparently the party’s fates were now intertwined with this being, and at some point in the future, they’d have to choose between the fairy world and the “concrete world”.
Elliot awoke in a cold sweat. Actually, more of a hot sweat. He was prone on the floor in a room he didn’t recognize, surrounded by wisps of steam that he did not know were Mephit corpses. “How long was I out?”
A Cannibal Halfling mainstay since well back into the Mad Adventurers days has been Meet the Party: a collection of ready-made adventurers to get your creative juices flowing for a number of game systems. Today, we’re introducing something different. Nipping at the heels of System Hack but less mechanical, looking for detail like Meet the Party but more broad, we have Meet the Campaign! Cannibal Halfling examples and Level One Wonk playstyle editorials come together in a mashup that might even be useful.
With the mast successfully returned to the pirates, the adventurers began preparing for their trip inland to the Imperial Shelter. When the ship was crewed and outfitted, Salty, the piratical second-in-command had a surprise for the outgoing party. A shabby looking kobold was almost thrown at the adventurers. He was small, even for kobolds, and his ragged clothing was covered in singe marks. Apparently the pirates had picked him up at some point, and wanted him gone.
“I am Weekbadd! Help me prepare for when the First Lizard ends the world in holy fire!”
This was going to be interesting.
They may join up in a cantina because they’re desperate. They might not have started off as friends. Some of them fought on different sides of a war. Some might have had to take a (more literal than usual) leap of faith. Adventuring crews often start off as a ragtag bunch of misfits, and in some ways that may never change . . . but over time all the good ones come together to become something more. As our tale of the crew of the Lost and Found comes to a close, the various members notice something going on with their Captain, head to the planet of Centares, and offer some new people a home among the stars. If you haven’t listened to Season 4 of Dice for Brains, now’s the time . . .
Sometimes it’s the last ones to arrive that end up being the secret sauce that make an adventuring party, and even a campaign, fully coalesce into something truly memorable. It was that way with White Coat and High Impact Heroics, it was that way with first Caleb and Patience and then the Alliance troops aboard the Borrowed Time, and so it was with the crew of the Lost and Found. The Dice for Brains Season 4 Pregame crew was coming together pretty solidly as a band of ne’er-do-wells, but even with Zaja they might not have turned out as friendly without the help of their final member, who certainly made an interesting first impression (on the hull) . . .
Here’s the thing about adventuring parties, ad hoc teams, and ragtag starship crews: they don’t always get along with one another. Whether it’s past associations, disagreements over a course of action, or basic personality conflicts, every group is going to have moments where they’re fighting among themselves (hopefully only verbally). The crew of the Lost and Found is no different. Carga found himself joining up with Zaja’s eccentric crew of data pirates, and has even gotten along with the curmudgeonly technician Thraga, but the fact is that the crew has both an ex-Rebel and an ex-Imperial on the roster, and that was bound to come to a head at some point . . .
Everyone is looking for something, and that everyone includes player characters. After finding himself joining data pirate captain Zaja on the Lost and Found in Part 1, Klatooinian thief Carga now finds himself acclimating to his new comrades. Each of them have come to the Lost and Found for reasons of their own, and not all of them could exactly be described as friendly . . . but most have their own, sometimes surprising, ways of being welcoming. After all, it’s easier to find what you’re after with a crew by your side. There are adjustments to be made, of course, and as we start Part 2 of our Dice for Brains tale some of them turn out to be explosive . . .
No plan survives contact with the players. I was fortunate enough to be a part of the Pregame for Dice for Brains Season 4 some time ago, a method that GM Ross uses to populate the story with interesting NPCs and setting details. We were told we were to be data pirates, and the assumption going in was that we were going to be (possibly nefarious) antagonists for the main characters of Season 4. That . . . wasn’t exactly what happened. The crew of the Lost and Found operated in the background as Mor’a, Darlene, and Lon tried to complete their own job, only the L&F‘s Captain Zaja meeting them openly. In this five-part Table Fiction we’ll see how that crew came together and how they became what helped shape the events on Centares. Our tale is from the perspective of one Klatooinian thief, and begins on the Smuggler’s Moon . . .
Style Over Substance. Attitude is Everything. Take it to the Edge. Break the Rules. I’m the Level One Wonk, and today we’re going to the hairy edge, the space between real and digital where high tech and low life mix into a dark future where it’s always raining and everyone wears their mirrorshades at night. That’s right, choombas, we’re going Cyberpunk.