Getting into these details/debates might be counterproductive to Acsenray’s OP. We may be considered to have derailed it, myself most guilty.
I am going to mention games for Acsenray. Here comes a huge post about a game!
Fiasco is a great game that is close to pure role-playing. The game features no GM. The game is intended for the players to engineer stupid, dangerous situations that will go wrong like in the movies Fargo, A Fish Called Wanda, or Lock, Stock, and Two-Smoking Barrels.
In setup, the players choose a playset, usually from the rulebook. Two index cards are placed between each pair of players going around the outside of the table. One to represent a Relationship between adjacent players and one to represent a Location, Need, or Object where that Location, Need, or Object is connected to the Relationship next to it.
The players roll some dice (two black and two white per player) and then draft them, one at a time, placing them on one of the index cards with each card getting two dice in order. Based on the playset in use (which has tables), the numbers on the dice indicate a piece of information about the Relationship, Location, Need, or Object.
For example, lets say we are playing the Old West Boomtown playset in the main rulebook. The first player can take any die from the pool and chooses a 6 placing it on the Relationship card between two players. It doesn’t even have to be on of the Relationships that he himself is a part of! That relationship is now halfway defined. The six means that the Relationship in question is a Community Relationship as defined by the tables in the playset.
The next player chooses a 2 a places it on a different Relationship. That Relationship is now a Work Relationship per the playset. The next player chooses another 2 and puts it on the Work Relationship that was just defined. Now, that Work Relationship is more defined; the tables in the playset say that #2 under the Work Relationships means that the Work Relationship is that the two players are both miners.
The fourth player decides to start an Object card connected to the Community Relationship. He drafts a 6 meaning that the Object is a Sentimental Object per the playset.
So, each card gets two dice. You can start new cards before finishing old ones. You can define other people’s cards as well as your own. You can work on the Locations, Objects, and Needs before the Relationships. Every pair of players must have a Relationship. The table should have at least one Location. The table should have at least one Need. The table should have at least one Object. Because the last player to draft has no choice in which die he or she drafts, that die can be changed to any number.
We might end up with the following:
Between Players 1 & 2
[ul]
[li]Relationship = Work, miners[/li][li]Object = Weapon, crate of dynamite that is weeping nitroglycerin[/li][/ul]
Between Players 2 & 3
[ul]
[li]Relationship = The Past, war adversaries[/li][li]Location = Indian Country, the burnt-out log cabin[/li][/ul]
Between Players 3 & 4
[ul]
[li]Relationship = Crime, Chinese opium seller & addict[/li][li]Need = To Get Free, of this town before anyone finds out about us[/li][/ul]
Between Players 4 & 1
[ul]
[li]Relationship = Community, Society (suggestions include the temperance league, a brass band, or vigilantes)[/li][li]Object = Sentimental, a dying man’s last words[/li][/ul]
After this, the dice are pushed back to the center of the table.
Now, the table works as a team to flesh out some of the characters and situations. The two war adversaries: One was a Union soldier in the Civil War who was captured and held in the Andersonville prison camp. The other was a Confederate officer working at the camp. The confederate officer used to beat the snot out of the union soldier but was personally mortified when the union officer escaped.
Years later, the union soldier, Mark, is a gold prospector near a northern California boomtown next to some Indian territory. The Confederate officer, Stephen, ended up in the same area and is an opium addict. He buys his opium on the sly from the town minister, Kevin. The minister is, of course the leader of the town’s Temperance League. The Founder of the town’s temperance league, Justin, is a former drunk turned miner who prospects for gold with his new partner, Mark.
The two miners (Justin and Mark) both know about a crate of dynamite which is weeping nitroglycerin. This crate is currently located in a dead mine tunnel a few hundred yards from their new claim. Ever since Stephen got to the area (and addicted to opium) he has been holing up in a log cabin in Indian territory. Mark had seen his old tormentor come into town and followed him to the cabin. When Stephen was away from the cabin, Mark set it on fire hoping to drive Stephen away. But Stephen wasn’t just going to leave, not when his source for opium - Kevin - is in this town. Stephen wants to leave town but he needs Kevins source in San Francisco so that he isn’t cut off. Kevin wants out, too, before his reputation as a minister is destroyed if people find out that he is a drug pusher. But he promised his dying father (the former town preacher) that he wouldn’t abandon Justin, a former drunk who is trying to stay sober. Once Justin got sober, he found some gold and paid to build the church Kevin’s father dreamed of. He also paid for Kevin’s father’s doctors when his health turned for the worse and for Kevin’s father’s funeral. So Kevin feels he can’t just ignore his father’s dying wish as he owes Justin. Unfortunately for Justin, his luck turned sour and he has little money left so he is prospecting with his new partner, Mark.
Now it is time for the actual game. It will proceed in the following manner. There will be Act One which is divided into a number of scenes. There will be two scenes per player. Then there will be a quick interlude called The Tilt. Act Two follows with two more scenes per player. The game will conclude with The Aftermath.
In Act one, “play” revolves around the table in order, going around twice. When it is a player’s “turn” there will be a scene starring that player’s character! The player in question had a choice. He can either:
[ul]
[li]Set the scene, allowing the rest of the group to resolve the scene.[/li][li]Allow the group to set the scene while he gets to resolve the scene.[/li][/ul]
In the first scene, we might see Justin (the Star!) choosing to resolve. The rest of us place him in the saloon along with Kevin (the preacher), two drunk cowhands, four poker players, and a couple of ladies-of-the-evening. The rest of us also mention that there is a player piano playing and a bunch of empty glass bottles in a crate at the end of the bar.
Here Justin begins RPing trying to get Kevin to let him leave before the temptation gets to him. Kevin RPs back saying that they have to try to get the cowhands to stop drinking. Stephen jumps in (because his character isn’t there) and RPs the barkeep who wants the temperance league to leave because they are bad for business. Mark RPs one of the ladies who goes up to the preacher and tries to covertly get some opium as she is another user.
Scenes are supposed to last about 5-10 minutes long. At some point, any point, the resolver (Justin) will pick up a die from the center of the table, either black or white, and flash it to the others then hand it to the Star (which in this case is himself, Justin) Black means the scene will end badly for the character, white means the scene will end well for the character. The players continue to RP the scene, ending it in the indicated way. After the scene ends, the Star (Justin) will then hand that die to another player who will keep in front of them for the rest of the game.
Play then moves to the next player who stars in the next scene. This will happen eight times and eight dice will be taken (in a four player game.)
At this point, each player probably has dice in front of them and it is time for The Tilt! Each player rolls their dice getting a black total or a white total by adding up the black pips and subtracting the white pips (or vice versa should there be more white pips than black ones.) The players with the highest black and highest white totals get to make choices in The Tilt!
Roll the unused dice in the center of the table. In our four player example, there should be eight dice left there. The two players indicated will choose two dice each from that eight and use them the way they were used in setup. Each of the two players will indicate a major category from the Tilt Table by using a die from the middle. Then they will use their other die choice to narrow the choice made by the other player.
In our example, Let’s say that Kevin rolled two black dice and got a 6&3. Justin rolled a white die and got 3. Mark rolled a black 4 and a white 2. Stephen rolled a black 1&2 and a white 2. So, the totals were:
[ul]
[li]Kevin = Black 9[/li][li]Justin = White 3[/li][li]Mark = Black 2[/li][li]Stephen = Black 1[/li][/ul]
Kevin and Justin will do the honors. Kevin rolls the center pile and pulls out a 1 and 2. Justin pulls out a 2 and a 4. Kevin decides to use the 1 as the major category Mayhem (on the table) while Justin uses the 2 as the major category Tragedy. Then Kevin applies his remaining die (the 2) to narrow Tragedy to Somebody’s life is changed forever, in a bad way. Justin uses his remaining 4 to narrow Mayhem to Magnificent Self-Destruction. Thus the Tilt becomes:
[ul]
[li]Tragedy = Somebody’s life is changed forever, in a bad way.[/li][li]Mayhem = Magnificent Self-Destruction.[/li][/ul]
These are written on index cards and placed in the middle of the table. In Act Two, players are encouraged to apply these! The four dice used to choose the tilt are put back in the center pool.
The rules say to take a drink break here and talk over the situation for a few minutes.
When you restart, it is Act Two. Act Two goes in the same basic order as Act One. There are only a couple of differences. When a die is chosen for resolution and handed to the Star, the Star will add his own pile. Everyone keeps their dice from Act One and adds two more in Act Two. The other difference is that the last die is allowed to be declared either color for the purposes of scene-ending as there will be no choice otherwise.
Okay, time for the Aftermath! Everyone has a pile of dice in front of them. Each players rolls them and creates a black or white total like before. Then the Aftermath tables are consulted. There is a table for black totals and one for white totals. Each table generally describes an ending for your character. Here are some possible results:
[ul]
[li]Zero = The Worst thing in the universe. This doesn’t include death since death would be way better than what this is…[/li][li]Black Four = Savage as in something is broken or mashed…[/li][li]Black 10-12 = Pretty Good. All things considered you’re coming out of this smelling like a rose…[/li][li]White Two = Merciless. You might not be dead on the outside but you sure as hell are dead on the inside…[/li][li]White 13+ = Fantastic. It is fat times ahead, safe and secure.[/li][/ul]
Finally, play revolves around the table creating an ending montage scene. Each player picks up one of their dice and says “This is [my character] doing [something]” or similar. Then the next player does it and so on until all the dice are used. This montage should create the appropriate Aftermath for your character.
In the example:
[ul]
[li]Justin holds up a die and says “this is my guy lighting the fuse on the dynamite in the mine”[/li][li]Mark says “this is my guy hiding in a basement beneath the log cabin to escape from Stephen”[/li][li]Stephen says “this is my guy looking for a place to hide a body near the log cabin.”[/li][li]Kevin says “this is my guy refusing to tell Stephen who his source is”[/li][li]Justin says “this is my guy tripping over the unconscious body of the saloon keeper on his way out of the mine and breaking his ankle"[/li][li]Mark says “this is my guy loading a gun”[/li][li]Stephen says “this is my guy pulling a body off the horse at the cabin itself”[/li][li]Kevin says “ this is my guy being shot in the head by Stephen and having my body slung across a horse”[/li][li]Justin says “this is the dynamite exploding, sealing off the mine entrance but not immediately killing my guy or the unconscious barkeep”[/li][li]Mark says “this is my guy hearing noises above ground"[/li][li]Stephen says “this is my guy opening the trap door to the basement"[/li][li]Kevin is out of dice[/li][li]Justin says “this is my guy suffocating to death in the dark and sealed mine after the barkeep wakes up"[/li][li]Stephen says “this is my guy dropping Kevin’s body down to the basement"[/li][li]Mark says “this is my guy shooting Stephen in the head”[/li][li]Justin is out of dice[/li][li]Stephen is out of dice[/li][li]Mark holds up the remaining three dice and says “this is my guy climbing out of the basement, finding the preacher’s drug money on Stephen’s horse, and riding away. San Francisco here he comes"[/li][/ul]
So the setup here was one I actually used to teach the game to three people, but we didn’t even play a single scene. I kept the index cards, though. I made up the results for this post.
The variability in the game is large. In each playset, there are six major categories to Relationships and each has six more specific narrowings. This is also true for Locations, Needs, and Objects.