I mentioned recently that I had played Fiasco, and since then I've given it a bit more thought - and I watched the two-part Table Top episode featuring the game (and the Setup clip as well, which is useful if you want to play the game).
After the conversations started by my last foray into storytelling (in the blog comments, on Twitter, and in person) I think I gained a bit more insight into how these games are intended to work. Of course, like with any type of game I always think that some variant version would better suit my personal liking - and so in my last post on the subject I outlined some thoughts on a game similar to Fiasco that I might like to try. Well, I haven't done that yet (I still intend to sometime), but I have observed another indie STG which I think has the potential to work really well. It's called Lady Blackbird.
Lady Blackbird isn't so much a system as a single "adventure" or "module" (I don't know the terminology, if any exists) intended to be played over 1-3 sessions. It has pre-made characters (though you could make your own), and a very specific starting scenario, but I suspect it has at least some replay value, as the story could play out differently each time along the lines of Groundhog Day or episodes of Daybreak.
The system it uses appears to me to be a good one for promoting storytelling on the part of the players. Each character has a set of traits, and each trait has a set of tags. When you are faced with an obstacle or challenge, you apply 1 trait and roll dice based on the number of tags that apply. You may add some dice from your personal supply if you wish. The difficulty of the challenge indicates how many successes are required (4+ on a d6). In general, the action described will succeed, but the situation may escalate due to a failed die roll. Or else the action will fail, the situation will escalate in some way, and then you may try again. Mechanically, if you succeed, you lose any personal dice spent on the roll, but if you fail, then you keep your dice and in fact earn 1 more from the supply. If you wish to recharge your personal supply (which is only 7 dice), then you are supposed to do a "refresh scene" - which sounds like it's supposed to be a sort of dialogue with other characters which gets some character development going without advancing the plot. In other words, if a player is telling a portion of story, they are encouraged to play "in character" - because if they do things that are out of character then they will not have as many dice to roll when they are called upon to roll dice. I like that the system seems to reward that, rather than a Game Master having to assign rewards or penalties for playing in character.
I got the impression from reading the
'rules' stuff that it was intended to go something like this: a player (or players)
gives a detailed narrative of what they want to do, then the GM tells
them if and how many dice to roll and what the outcome is. By way of example...
Blackbird: "I'll make a raucous to lure the guards into the room, and
once they are beyond the 1st cell we'll cut off their escape and
overpower them!"
GM: "OK, you start to make a raucous. That's a
Cunning plan, using Deception and Misdirection, so roll 4 dice. It'll be
easy to get the guards into the room, but to lure them to your cell is
more tricky - they may see through your ruse. Difficulty 4."
Kale: "I'll chime in to, to help sell that there's a hull breach. Here's one of my pool dice."
Snargle: "Me too - here's one of my pool dice"
Cyrus: "I'll stand at the cell door (which has been unlocked by Kale already), waiting to spring on the guards.
Blackbird: "Ok, I'll add 3 of my own pool dice as well, so we have
better than even odds of this working. [Rolls 9 dice, looking for 4
successes, gets 3]
GM: "The ruse works like a charm! Well, almost. The door opens and 2 Guards file into the cell room. A 3rd guard scurries off down the hall, probably to get help of some kind." (the situation escalates)
Cyrus: "Concerned there may be a hole in the hull, the guards approach
the far cell to take a look. As soon as the 2nd one is even with my
door, I fling it open - knocking him into the opposite wall - and leap
out of the cell to cut off the 1st guard's escape!
Naomi: "...and I swing open the door to our cell and jump out to
surround him! The guard raises his nightstick, but as the two of us
close in he thinks better of it. Dropping the stick to the floor the
guard gives up!"
GM: "Ok, sounds like a good plan. And pretty easy, since they've already
fallen for the ruse... difficulty 2. Vance's Warrior trait applies, but
none of the tags really do - that's just 2 dice, and Naomi can give one
of her personal dice for helping."
Cyrus: "I'll add 2 dice from my pool [rolls 5 dice]..."
Etc. That's how it sounds to me like it's supposed to go, but while watching a session the other day, what I observed was that players mostly looked at their stats and tried to roll
dice to allow them to do various things. Players constantly asked the GM about details such as how exactly the door opened, in an effort to try to formulate some plan based on the details of the environment. I'd kinda like to see that game
played by various groups and see how it pans out. I think it would be cooler if the players asked fewer questions and took the responsibility of inventing the details themselves - I think that's the way it's supposed to go.
My guess is that more typical GM'ed RPGs (such as Dungeons and Dragons) have conditioned players into a pattern where the GM invents the world, and the players simply interact with it. These Storytelling games, Lady Blackbird anyway, seem to be the opposite. I think that's neat for a collaborative storytelling exercise (I'm not so sure they should be called "games")!