EzekielRaiden
Follower of the Way
I'll need to know what qualifies as a "game" first. As an example, D&D does not have a "win condition" which terminates the game the way, say, chess or Sorry! does. Does that mean D&D isn't a game? Or is it valid to have merely contextual or small-scale successes?Calling it a game does not make it so. I was asking what part of the experience is actually a game? Again, I know nothing about Fiasco.
I would 100% consider Fiasco a game. It is a game with the ultimate goal of producing an interesting story, albeit usually "fatalistic" one (the term used in at least one Fiasco rule book I've found). Earlier versions used dice to distribute ideas and topics amongst the players. Later versions, like the one I quoted from earlier, stick to decks of cards, without need for dice. Since I have a dice-based rule book, I'll focus on that.
A session of Fiasco generally uses a scenario for guiding play, but this scenario is basically just a collection of thematic tables that turn die rolls into specific details of various kinds. Setup involves figuring out your character and their context, which uses dice and cards. Play occurs by different people adding complications (for Establish scenes) or setting the context/tone (for Resolve scenes), and each player roleplaying through something interesting. Dice are exchanged as part of this process in the first act, which affects future outcomes. Dice are not exchanged in the second act, but held to determine the final conclusion. At the end, a specific set of dice held by each player (their "Tilt Card" dice) are used to determine the kind and nature of the conclusion, via scenario-specific tables. Black dice generally seem to indicate "bad" ends, while white dice indicate "good" ends, but this is highly relative. At the conclusion, you narrate what happens to your character, in keeping with the requirements established by the other players, the preceding scenes, and the scenario's tables.
This seems to be a game to me. It's not one that is about driving up a score, but D&D isn't about driving up a score either. It's not one that prioritizes overcoming a challenge, but it does seem to invite a degree strategy between players.