BSG
End-of-turn summary:
Round 3.3 - Chief
Locations and Hands
Starbuck: Sector 5; 8 cards, 2 trauma
Baltar: President's Office; 7 cards, 4 trauma
Chief: Hangar Deck; 5 cards, 3 trauma
Cally: Press Room; 2 cards, 0 trauma
Helo: Hangar Deck; 6 cards, 3 trauma
Gaeta: Engine Room; 5 cards, 2 trauma
NPCs
Command: Aaron Kelly
Sickbay: Dr. Sherman Cottle
Armoury: Sharon "Boomer" Valerii
Main Board Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Empty
Sector 5: Starbuck
Sector 6: Empty
Resources
Fuel: 8
Food: 7
Morale: 8
Population: 9
Viper Reserves: 7
Damaged Vipers:
Raptors: 2
Boarding Party: 0
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 3
Galactica Damage: Armoury
BSG (Gaeta)
Whew, nice!!
Next jump will take us to Sleeper, huh? Should be interesting.
BSG (President)
Wow, can we go a whole jump cycle with no Cylons?? Crazy!
BSG (Gaeta)
Great job, Baltar, say that a little louder so they can hear you and jump in ironically, why don't you.
BSG (Helo)
yes, the stars have been eerily quiet.
BSG (Cally)
Okay, here it goes -
I'm going to
Move back to Galatica
and play Repair 2 on the Armoury.
I
discard Launch Scout
to make the move
BSG(Galen outta here)
t saunters down the hangar deck, whistling
t pulls up deck plate and dives underneath
Anybody needs me, I'll be doing....stuff. Down here. Somewhere.
CLANG
t NOT BSG
Okay, who here has played Fiasco, and why didn't you tell me about it? And if you did, how bad was I skipping and skimming? Because O. M. fucking G.
If you don't know it, Fiasco is a storytelling game; picture an RPG without a DM, levels, skills, dungeons, dragons, or really much else beyond the role-playing part. You start with a scenario (called a "playset", but I'm ehhh on that term) that might be something like "the old west", or "a disco", or "right before the alien invasion arrives". Dice rolls determine story elements like relationships (crime boss/minion! volunteers at the same church! both of these things at once!), needs, settings, significant objects. And then the game consists of ad-libbing the story that the bastard dice stuck you with.
Until another set of dice rolls FUCKS YOU OVER REAL HARD and you very likely end up dying a horrible death in scenario- and character-appropriate ways.
"Winning" pretty much consists of saying totally outrageous things to crack up your game-mates in potentially uncomfortable ways.
We played for the first time this weekend after our regular D&D game and a shit-ton of really good bourbon, and ever since, we've been saying, "ya know, this would make a great Fiasco playset."
If you don't believe me, ask Wil Wheaton and John Rogers.
AND NOW, BACK TO YOUR REGULARLY SCHEDULED TOASTERS. Who should totally be in a Fiasco playset. Hell, they ARE a Fiasco playset.