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Story Games Seattle Message Board What We Played › What We Played: Beware the Green Room Snacks (Fiasco)

What We Played: Beware the Green Room Snacks (Fiasco)

Fred
user 8619046
Seattle, WA
Post #: 4
Players: Fred, Robert, Andy, and Ed(?)

[It's been a few days, so the scene order and details are probably a bit off]

As part of the managing and road crew for the latest teen fad pop group, tensions are running high on the road. Tony Morano, formerly the P.R. guy for classic acts like Bruce Springsteen, has been reduced to shilling for mainstream dreck to make ends meet and feed his ever-growing drug habit. Les Dollars, the overbearing tour manager, goads Tony into lowering himself down to the level of a Morning Zoo show to get the word out. Meanwhile, Jim the Roadie is trying to get Les to lift the restraining order on the obsessive superfan who happens to be his sister. Bill the Security Guy is around to help Tony with his habit.

As revenge for being forced to spend the morning on the radio with fart machines and prostitutes, Tony helps Jim's sister get front-row Media Section access to the band's next show. However, it all goes wrong when she decides to kill the drummer for ignoring all of her letters. Les fails to stop the attack, lost in the confusion of fog machines and lights. The sister is taken backstage by Bill and held until the show's over. The show goes on uninterrupted, as the electronic drumset was pre-programmed with the songs.

Jim, panicked that Les will find out how his sister got in, arranges with Bill to have her released and put on the next bus to Utah... as long as he's willing to help him out with a "drop off" at the destination. Les, meanwhile, is trying to figure out exactly how the girl got into the show. He's made Tony the new drummer of the band in addition to his PR duties, promising that they'll just keep the lights off in the back of the stage. While Les and a detective are questioning Bill's security procedure from the night of the killing, Les helps himself to some of the snacks in the green room and passes out. The detective finds that the treats scattered around the room have been laced with strong downers and arrests Bill.

Meanwhile, everything goes wrong for Jim with the dropoff. When he turns away for a minute, his sister steals the package and heads off for the bus station. The pickup man is left hanging and Jim hurries back to the tour. Bill gives him six days to come up with the missing money he owes to the drug ring.

Les awakes from his tranquilized stupor only to be subject to a tirade by Tony, who threatens to expose the band for its fake musicianship as well as its apparent coverup of a murder. Jim, exploiting Les' confused state, implies that Les might be next if he doesn't help Jim out with the money he owes to the drug ring. Bill, meanwhile, decides to rat on all his contacts in exchange for witness protection. This doesn't stop him from pointing the thugs to kill Jim's sister for payback.

Jim calls his sister (who is hiding at their grandparents' house) to tell her to escape. She leaves without telling them, and so when the thugs arrive they decide any blood is good enough.

In the end, Jim is torn apart by guilt caused by his sister's reckless actions, essentially going mad. Bill can't seem to complete rehab and ends up back in jail. Tony, reputation destroyed by association with the band, languishes in his attempt to return to the business in LA. Les, in jail for the scandal surrounding the band, eventually gets shivved by some girl who just wanted her letters answered.

=================================

This was my first time facilitating Fiasco. Andy and Robert had played before as well, and were helpful in clarifying some uncertainties in the rules and keeping things moving. This was a great playset -- I only wish we had some fives rolled during the setup so we could have incorporated the "minimally-trained grizzly bear" Object. After getting another game under our belts, it's becoming a bit easier to find ways to weave the characters' stories together and try and tie things up in the end.
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