I wrote a bit about last night’s playtest here, and I built a little R-Map thing just to visualize it for myself, because the game privileges certain characters in interesting ways, and there’s no way to predict which will be privileged. That’s sort of cool. I think we’re used to perfect balance in terms of character-level involvement, equal “spotlight time” or whatever, and Fiasco does not really do that. And you’d think it’d always be about the guys with Needs attached, but that isn’t how it plays out. Also, death works fine. Your guy dies? Not a big deal in terms of participation and fun. Last night was more play than test, and I’m really happy about that.
More Fiasco Playtesting