Running 30 Minute Fiasco for Middle Schoolers… With No Prep

“I want you to teach my class how to tell a story,” came the original request from my wife, an eighth grade teacher.

My first thought was: “Let’s send them all down to Robert McKee’s Story Seminar for a weekend. That’ll learn ’em.” But no, that’s not what she was talking about.

“I want you to use one of your game systems and help them understand how a story is formed. Can you do that?” Well, yes, of course I can. I can teach them about story and characters, about goals and conflict, about how gaming and writing are similar in that the most important part is the journey, not some destination- “You can have 30 minutes.”

Ah. Well then we’re playing Fiasco.

Fiacso, if you don’t know, is a collaborative role-playing game where a group of 3-5 players builds characters in a setting, then gives those characters certain ill-advised desires. Play begins with the PCs building their plans but usually poor impulse control gets in the way. These plans get built up over one act, then come tumbling down over another act, as the poor impulse control leads to worse and worse decisions until the bottom falls out. It’s a game that’s modeled after Coen Brother movies like Blood Simple and Fargo, but can be put in just about any setting where ambition and greed intersect (I have written a Fiasco playset for The Man in the High Castle — more on that in a later post).

To me, the best part of the Fiasco game comes from the setup, where the group builds out four categories of information to use during the game: Needs, Relationships, Objects and Locations. Because it’s a collaborative game, everyone builds these together, which does an amazing job of giving everyone stake in the game; the Needs and Relationships build out the foundation for the story, giving the characters immediate agency and action; building out these factors fresh every game allows amazing portability and replayability; and designing the setting like this is just plain fun.

I explained Fiasco to my wife, how all of these elements come together to provide a fun experience that actually does a pretty amazing job of teaching the fundamentals of story-telling. You learn how to create interesting characters and settings, then give those characters conflicting desires and goals — conflict brings drama. And drama is just life with all the dull bits cut out, to quote Alfred Hitchcock. Drama is interesting. Drama gets us coming back for more.

She nodded to all of that and wanted me to wrap all of those core ideas into a snappy 30 minute presentation. I explained how I could run a setup with the class, then take them through a couple scenes to give them a grasp on how “easy” it is to pull these elements together, once you know how it works. Great, great, she said, just do all of that.

And so that’s what I did back in December, when I showed up with just a smile and a love for stories and games to share.

Teaching kids Poor Impulse Control

The class of 26 13-14 year-olds was mostly eager and attentive. I got one of them to play scribe and then explained what we were going to do: the game would be set at the Santa Cruz Beach Boardwalk (a nearby coastal amusement park); I would get different parts of the class to figure out the different elements of the story we were going to tell (Objects, Relationships, Locations and Needs); then I’d call up four volunteers to role-play the game with some help from the crowd.

While I am not professionally a teacher, I have found myself in a teaching role frequently in my life. I was a technical writer for years, which is teaching via written manuals. These days I’m a software consultant that is often teaching both concepts and specific technical details. And I like to both play and run games, and am often in situations where I am the only one who knows how to play games. These situations require at least a fundamental understanding of both explaining and teaching. I think I do a pretty okay job of it.

After covering the core concepts and getting the class to collaborate on the details for the game, we jumped in to the actual role-playing part. I brought up two boys and two girls and gave each set one of the needs. We really only had time for six scenes, so we would be just doing a quick setup before I threw in a twist of some kind and then we’d have two more scenes. We talked about how desire unmet is the core to any interesting story and that two of our characters had some sort of unmet need. Hey look, there are the needs right on the board.

It didn’t take much to get through the scenes. One of the boys was trying to ask one of the girls out, and boy howdy do I not miss adolescence. True to his character, he could not figure out what to say in the moment, and so we roleplayed his anxiety and indecision as it happened. Frustration and a little embarrassment added to the tension as we moved onto the next scene.

We had another two scenes, where we brought the characters together by playing off the other needs, and used the locations and items to center the story on the same items that were introduced at the beginning. Everyone was ready for the climax, and we soon came to the end scene, where one question loomed large — could the boy summon the courage to ask out the girl?

There was a beat, a moment where it was unclear. But then yes! He took a deep breath and asked if she would go to the dance with him! The class thundered with applause and a sheepish grin came over the boy. Object of desire achieved!

I sent the kids back to their desks and explained what had happened, how the boy’s embarrassment and anxiety had created distance from his goals, how that distance had created tension, how that tension had created interest in the story. We talked about how some of the story elements might have come together differently if we could go back and alter them; if we were writing fiction, we could add and subtract elements until the story was just right.

But most importantly I talked about how these elements, and the game of Fiasco, help bootstrap us into building a coherent and interesting story, and that they can be used both in and out of a game context. If, as a writer, you can understand how the concept of unmet desire is fundamental to story (and humans, really), then you understand what goes into building good drama and interesting characters. With that, my 30 minutes were done.

And that’s how you run a 30 minute Fiasco game for middle schoolers with zero prep. It works for a reason.

High Castle Playset for Fiasco Under Development

One of the best parts of living in our Golden Age of RPGs is that the choice of systems to use provides an unprecedented level of game design flexibility. Recently I was watching the Amazon TV show Man in the High Castle thinking how much I liked the story as possible RPG setting. While my first impulse was to develop some system and setting out of whole cloth, I quickly realized that the setting was the perfect candidate for a Fiasco playset.

If you’re not familiar with Fiasco, it’s a GM-less RPG that revolves around high ambition and poor impulse control. Originally seeded as an opportunity to play out a Coen Brother style session, it has evolved into an RPG engine that can provide amazing gaming sessions in myriad different genres, tones and depth of story-telling. The writers of Fiasco have open-sourced the playsets it uses to allow anyone to create a Fiasco session in any really anyway, anytime, with all sorts of interesting gaming levers to pull.
So instead of going and designing a new game based on The Man in the High Castle (both the TV show and novel, both of which I like immensely), I just decided to build my own playset. And, quite frankly, it worked out quite well. This last weekend, at BigBadCon in Walnut Creek, CA, I ran two separate sessions of Return to the High Castle, a Fiasco game set in the world of The Man in the High Castle. My game description was as such:
Canon City, Colorado, 1962: Sixteen years after the Nazis bombed Washington, D.C., the Greater Nazi Reich rules Eastern North America, while the West is governed by the Japanese Pacific States. High in the Rocky Mountains lives the remains of the USA, those unwilling to submit to the will of the totalitarian state, those hiding secrets and their past, and those who are still willing to stand up and fight. The Resistance has a move to make, something to hide and sell, but there are spies, moles, and double agents everywhere. Time for plans to fall apart. Time for a fiasco. Loosely based on the Philip K Dick book and Amazon TV series “The Man in the High Castle.”
I will be writing more on the playset, but for now, I wanted to note some of my thoughts on the two sessions and some give feedback for myself on where to go next with the playsets. Most of my feedback drops into one of two buckets:
1. The Setting Can Be Really Dark… or Not: So just running a game with Nazis and Imperialist Japanese with a modicum of verisimilitude creates problems right out of the gate. Basically, these were horrible fascist regimes that did horrible things to many, many people. The impact of what was done is still being felt today and will be felt for a long, long time. So much so, that there are a lot of stripes to fascism that are still in our public conversation today, in discussions on race relation, immigration, and, oh, I don’t know, the fact that Aleppo, Syria today looks like Berlin in 1945. So yeah, those are still fresh scars.
The first key here is, then, to just talk about it. We had an open conversation at both tables, though one was far more thorough than the other, on where we might cross boundaries and how we were going to talk about it if we did. One observation is that, for both sessions, we limited the action in the game to just the city and area around Canon City, which plays a central part of the TV show. My playset is set there because it represents the perfect arena for plans to come undone, but we also found that no one wanted to play in the either of the occupied parts of the former USA, either the West/Japanese or East/Nazi occupied lands. Not playing in these areas allowed us to stay away from most of the really dark stuff that might come up. We were playing in what was, ostensibly, the remains of the USA, which allowed us freedom that might not be available in the occupied areas. It also kept us at arm’s distance from the fascist regimes that might be able to easily crush the freedom that we, as players, needed to exercise in order to avoid some of the darker topics.
The key component of a good Fiasco game is high stakes in imperfect plans that come tumbling down, usually in a tragic manner. Keeping the action to Canon City, and away from the darker parts of the setting, allowed us to set up some dark comedy and tragic plans without needing to pull in the really, really horrible stuff.
2. Dick’s Split Reality: One of my favorite parts of any Philip K Dick story is his playing with reality and perceptions. All the best PKD stories have characters punching through the veil to realize that things are not really as they seem. It’s very Dickian for the High Castle stories (both novel and TV) to have people realize that their reality, in which the Axis won WWII by dropping a bomb on Washington DC, is not the only reality, and that a reality exists where the Allies won (aka our reality). Not only do the characters realize it, but they travel to that reality at some point, as well as have artifacts (film and book) come from one reality to another. So it’s key to any PKD-inspired story to have shifting realities be a part of the narrative.
Well, in the first game we played, this was only hinted at when one of the PCs (mine) came across a USA flag with 50 stars. Not only is the the flag banned contraband but the USA of the High Castle reality would have never reached 50 states (with Alaska and Hawaii both gaining statehood in 1959). So 50 stars on a USA flag is something strange but not reality shaking. In our second game, as we attempted to raise the stakes, one of the PCs encountered what seemed to be a Nazi listening post (much like the Japanese one in the High Castle TV show), that implied that every place the PCs had been was tapped. This had serious implications for the narrative. Well, we just ran with it, and came up with a very Dickian story with double and triple realities, possible time travel, and maybe even androids posing as PCs. So yeah, Dickian.
Lots of different avenues to investigate then with this playset, and I was amazed and overjoyed with the sessions. Of course, it helps to have high quality players, and I was blessed with eight amazing gamers who jumped in with both feet for this unusual and somewhat risky endeavor. But the session bouyed my intuition that the High Castle is a valid and interesting setting for RPGing, especially in the Fiasco realm. The possibilities and details providing in the playset were more than enough primer to help build a unique, interesting, and most importantly fun Fiasco session.
There is still work to do on the playset, some tweaking and some open questions on organization that need to be answered. I aim to provide this playset free of charge, so we’ll see how that whole thing works out with Intellectual Property and all that. More soon with further developments.