Elizabeth Goodman (egoodman at confectious dot net) {
// design for children and other interesting people
// current projects

Fiasco     Rules     Concept     Research     Implementation

Players of Fiasco start by picking a "home base" location (ie, the corner of 11th St. and 2nd Ave.) that they want to use as the anchor for their acquisition of turf. Once they choose a location, they move on to creating a stunt that will solidify their control over the location. They go to the website and use a small web application that randomly generates a stupid stunt for them out of a database of standard elements (action, object, and time). Once they perform and document their (hopefully truly ridiculous) stunt, they post the results and any documentation of their game as fast as possible to the community website, where their stunt is rated on speed (how fast did you pull together this event?) and stupidity (wow, what you thinking?) The higher the rating, the stronger the group's hold on the turf.

Should another individual wish to take a player's turf, s/he has to create a better, more stupid stunt out of the same elements that the owner has already used. Think of Fiasco as a combination of Slashdot and Jackass – but for people who are only moderately comfortable with computers and who aren't into pain.

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