A replay is basically a transcript of play, designed with both pedagogy and entertainment in mind. They are apparently popular in Japan, which is how I first became aware of them (through Andy Kitkowski). I think it’s a good model for delivering a little bit more than just an extended example – the format allows you to communicate something about the color and texture of play and what you expect in terms of player behavior to a certain degree. It’s an interesting thing, and I’m including one in Fiasco.

Here’s a rough of the replay that will be included in the game (content, not presentation). There will also be little diagrams and a bunch of cross-references to the text. The text, in turn, will reference the replay for examples of stuff.

Fiasco Replay

2 thoughts on “Fiasco Replay

  • March 9, 2009 at 5:55 pm

    Hey dude, looks like you got it spot in, complete with mini-introduction!

    The only thing missing is the here-and-there anime drawing or two of key scenes in the replay, but that’s probably out of genre. :-)

    Oh, another thing: Hmmm, I might need a refresher on the rules, but in Fiasco does everyone have a “my guy”? If so, usually replays will feature, once the introductions and character generation is done, the dialogue coming from the Characters, rather than the Players. Just a thought: It’s simply convention of replays, but I found myself going “Wait, who was Mona playing again?” etc.


  • March 10, 2009 at 6:14 am

    Wow, that was sweet. I really wished we had had that for our playtest. I think it would have gone a whole lot better. Replay is an awesome idea. It explains things in a game well. It’s what you want when there are examples but rarely get. Thanks for bringing it to my attention. Man, I really want to play this game.

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