Fiasco RPG?

I recently saw an ad on ENWorld for Fiasco, a GM-less RPG about poorly planned heists and schemes gone horribly awry. I clicked through the ad and read the publisher's description, and I thought it sounded pretty cool. But I have no idea if it's any good.

Has anyone played it? Read it? What do you think of it? Good, bad, ugly?
 

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Played at Origins (with the creator) and loved it. It may be my new favorite gameday game. If you have a good group of players, it will absolutely blow you away.

I'm also considering combining it with Dread. I absolutely adore Dread, but it's a little hard to run on the fly. I find the players do a much better job of filling out the questionaire if they have a lot of time to think about it, for one thing, and throwing together a Dread game on a moments notice is diffiicult.

But, if you use Fiasco to generate the story and characters on the fly, and the Jenga mechanic for those situations where the 'everyone else agrees on what happens' mechanic seems inappropriate.
 


So what is Fiasco?

At it's core,it's really a story-hook generator. There's a pool of dice the players (there's no GM) use in combination with a set of lists to generate places, relationships, motivations, etc. And not just their own; during the prep, you can set aspects of other people's characters, too.

For example, in the game I played, one of the other players tagged me and the guy to my right as having a relationship of "think they are related but really aren't", and another player tagged the motivation "wants to get it on with a freaky Mexican" between us, as well. Having been previously tagged as an "OSHA inspector" and the other player as a "local cop", I decided that I was Carmen Esperanza, who claimed to be his distant cousin from Mexico and that I'd used that to persuade him to get me a job inspecting the local ethanol plant (which was a front for a crystal meth lab that two of the other players were running).

Players take turns framing a scene between one or more of the other characters, any NPCs they want, and then roleplay it. The other players then decide whether it turns out good or bad for the acting player. Or, if the player wants, they can let the others decide the scene, and then the player decides the outcome.

It's split into two 'acts', and there's another smaller round to generate some new story elements between the two. And the scene resolution mechanic changes slightly in the second act, as well. Then there's a round after the second act where the fates of the characters are decided.
 




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