TEXT: PREPARATION
  You must have on hand:
  A copy of Fiasco and the playsets you like.
  Two black and two white dice per player.
  Index cards.
  Several markers.
  It’s nice to also have:
  Play mat.
  Extra copies of the playsets you’ll offer.
  INTRODUCTION
  Welcome everyone and explain Fiasco’s tone - 
  darkly comic, a game about flawed people with 
  powerful ambition and poor impulse control. 
  Emphasize the fun of failure.
  Offer four or so  playsets you’d love to play and 
  let them choose their favorite. Don’t let them 
  choose from a giant stack. Don’t facilitate play-
  sets you don’t like.
  SETUP: RELATIONSHIPS
  Put an index card between each pair of players. 
  Ask them to write “Relationship” at the top of 
  this card.
  Roll all the dice and sort them by number. If 
  you get a weird roll heavy with a particular 
  number, just roll them again. A broad distribu-
  tion will make a setup with new players easier.
  Explain that you won’t know who your char-
  acter is until later, but that you’ll be crafting 
  Relationships first. Each Relationship has a 
  general category, like “Family”, and a specific 
  detail, like “Parent and Child”. A Relation-
  ship must have a category before its detail can 
  be fleshed out, so the first player (you) must 
  choose a category.
  Choose a category, pick up the associated die, 
  and write it the category on a card not attached 
  to your character. Explain that anyone can au-
  thor an element on any card at the table, not 
  just ones near them. Put the die on the card.
  Turn to the person on your left and invite them 
  to review the Relationship list in the playset, 
  choose a die, and either add a detail to the cat-
  egory you just chose or to start a new category. 
  Make sure they put the chosen die on the card.
  Point out any numbers that are scarce and keep 
  a general total. “OK, that’s the last five and we 
  already have no fours. You can now choose 
  one, two, three, or six.”
  Continue facilitating the rotation. On your sec-
  ond turn, either choose something really prosa-
  ic and obvious or support another player’s clear 
  agenda if they have articulated one.
  When the Relationships each have two dice on 
  them, take a moment to discuss what you see 
  emerging in terms of situation, but caution ev-
  eryone not to get too invested yet.
  SETUP: THE REST
  Put down an index card beneath each complet-
  ed Relationship.
  Explain that each Relationship has some addi-
  tional bit of excitement attached to it - an Ob-
  ject, Location, or Need. You must have one of 
  each, and when in doubt go with extra Needs. 
  They are chosen exactly like Relationships, us-
  ing the remaining dice. Mention that the final 
  die is wild and can be any number. That choice 
  will belong to the player on your right.
  Explain that whatever Object, Need or Loca-
  tion is attached to a Relationship, it is very, 
  very important to both characters in that Rela-
  tionship somehow.
  Once you have a complete Setup, figure out 
  what’s going on. Explain that Relationships 
  might be binary, or they might be pointing at 
  a third party, and flexibility is encouraged in 
  interpretation.
  PREPARING TO PLAY
  Once you have a potent situation, explain how 
  to play. Ideally, use the play mat to illustrate 
  each step in turn.
  Explain that the game takes place across two 
  acts, interrupted by a Tilt. The Tilt will intro-
  duce additional chaos and instability. After Act 
  Two there is a short Aftermath phase, when we 
  learn about our characters tragic outcomes.
  Let them know how scenes work - that you’ll 
  have your character in the spotlight when it is 
  your turn, and that you’ll get two scenes per 
  Act. Illustrate the two options a player has for 
  scene framing - to Establish or to Resolve - by 
  inventing a scene involving a couple of your 
  newly-created characters. Demonstrate why 
  each is fun and valuable, and make it clear you 
  cannot do both.
  Explain that in Act One, no matter whether 
  you Established or Resolved, you give your die 
  away at the end of your scene. You can give it 
  to any other player for any reason at all. Briefly 
  show them why the dice you accumulate mat-
  ter, by illustrating how the Tilt and Aftermath 
  favor characters with lots of a single color and 
  punish characters with die parity.
  PLAY ACT ONE
  Ask if anyone has a juicy scene they’d like to 
  Establish. If no one does, Establish a strong 
  scene yourself.
  Remind overly enthusiastic or “deer in the 
  headlights” players of the option to Resolve. 
  Demonstrate this yourself if necessary. Make 
  sure to tell them they can create one person 
  scenes, flashbacks, and play other dramatic 
  tricks if they wish.
  Strongly support other player’s creative contri-
  butions. Emphasize that character death is ex-
  plicitly on the table and is totally OK.
  HANDLE THE TILT
  When it is time for the Tilt, reiterate that the 
  game is half over. Illustrate the die rolling me-
  chanic and have everyone roll - they will be 
  eager to. Determine who decides the Tilt and 
  give each of them an index card. Explain that, 
  using the remaining dice, they should author a 
  category. When both have done so, swap cards 
  and have them add a detail to the other player’s 
  category. Consider grabbing the dice they use 
  rather than keeping them on the cards, so there 
  is no confusion or mixing of dice. When the Tilt 
  elements are decided, throw them back in the 
  pool.
  Explain that the Tilt elements are community 
  property, and that we just want to see them oc-
  cur during Act Two in some fashion.
  Take a short break.
  PLAY ACT TWO
  Before beginning Act Two, explain that every-
  one now keeps their dice after scenes. This is 
  usually an “a ha!” moment.
  Emphasize that each player has only two 
  scenes in the spotlight and encourage them to 
  make their scenes really count. Tell them that 
  it is perfectly acceptable to have color senes 
  with no roleplaying as well, since these tend to 
  be somewhat common late in the game when 
  paths have been decided.Emphasize that not 
  everything needs to be thoroughly resolved, 
  thanks to the Aftermath.
  Let them know the last die is wild and can be 
  either black or white.
  AFTERMATH
  Ask another player to read the Aftermath out-
  comes aloud, and actively help make sense of 
  the results.
  In a convention game, I often dispense with 
  the montage to keep it close to two hours. If 
  this makes sense, or the energy is dragging, 
  feel free. If you have time and everyone is into 
  it, go ahead and do the montage.
  Thank everyone for playing. Offer to send the 
  index cards away with any player willing to 
  write up the game as an AP report somewhere.
  THANKS!
  We’re very glad you facilitated Fiasco! Let us 
  know how it went.
  FACILITATING FIASCO
  
SOURCE: textdata/thevault/Fiasco [multi]/Fiasco - Facilitating Fiasco.pdf