Collaboration Story Telling Getting Wild: Fiasco
I played Fiasco with Wenyi, Ruohan, Alan and Keita. Our scene was set on Main street, and my relationships with my neighbors were my fellow thief friend and my fellow drug buddy. So as you can tell, it’s pretty exciting. Who does not want to be the villain when no responsibilities are taken?
Playing Fiasco was probably the first time I “write” a fictional story. Creative writing was never easy to me: it is hard to gain inspiration, and sometimes if the inspiration or creation went too far, the story starts to disconnect and fall apart. From my point of view, an interesting creative writing work is somehow related to the actual society no matter is the morals or possible events going on in the real world that the readers can somehow relate and be affected. That being said, Fiasco was pretty hard for me, because the story falls apart, everyone has ideas in their mind about where the story is going to be, and everyone’s anticipated storylines are different. So, adaptation and interpretation are really crucial. As I played, I had to change my story line constantly: when my ally decided to turn her back on me, when someone gives me a white/black dice, or when the person I tried to kill in the story got a helper to keep her safe. I had to modify the story lines, adapt them, and interpret whether my allies/enemies are wishing me to go certain ways. These elements, without writing down, can be forgotten in future story line. That is when the story starts to get messy and ambiguous. Players starts to ask: “wait I thought we said A at the beginning and why are you saying B now? That does not follow what is actually happening.” That actually happened twice or three times in the game I played. Making up stories is already difficult to some extent, not to mention people had to come up with them without a lot of thinking and had to follow the relationship of so many characters. Five gamers were in my game, and everyone is the protagonist. That does not happen very often even in formal books. It is more like some sort of complex episodic TV show that the camera shifts between different populations and bring them all together as a resolution like Lord of the Rings. I personally found coming up with a rather complex story with certain limitations like locations, objects and relationships were challenging. But part of the fun was to justify your story: to make the nonsense make sense. Even though it took a lot of brain cells, I had to find ways to make the seemingly dead characters come back alive, or the lost item is found. We make up events that seems not related to explain the mistakes we made in our storylines and let them make sense eventually. In one case when I was playing the game, everyone is trying to fight to gain the mystery suitcase that is supposed to have ton of cash in it. By the end of our part 1, according to one player, it is actually a poisonous snake in the suitcase. Now that does not make sense, because why would the entire first part of the story be fighting over a snake! That is when everyone starts to justify for the story, and it ended up being a revenge drama that the person who is carrying the suitcase is trying to kill the specific character that is about to get the suitcase. I found it fascinating that at the beginning we were all going off our own tract and manipulating the story set up to whatever we wanted it to be. But as soon as we realized that we have to fix the story, we started collaborating very well. We started to make predictions about what everyone else’s story and going off fluently from that.
Overall it was hard to set up the first half of the story and keep track of what everyone said, but it was definitely fun and trained ability to come up with stories within instance and connect small chunks of information into larger scale storytelling.