A Night in the Lonesome Disaster [Fiasco]
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About the adventure
When you're the non-human Companion to a powerful adept playing the Great Game, things can go bad in a way most can't imagine. Your Player needs you to help open a way for the Great Old Ones to return. (Unless they are working against that horrid possibility and require the gate to remain closed.) Whether your Player is a Closer or Opener, your short-term goals are the same: gather materials, build your power, learn who the other Players are, aid the ones who see things the way you do, and stymie the competition. The big event happens (once again) on October 31st, midnight, under a full moon. Guard yourself, protect your Player, and prepare for the worst. As was foretold, the stars are right...
How to prepare
Show up with something to take notes on and an open mind!
What I provide
The Fiasco playset.
A Night in the Lonesome Disaster is not entirely like other FIASCO playsets (All of which are awesome! You should get more. And throw money at Bully Pulpit! But I digress.) in that the Relationships that you specify during The Setup are the relations between Players in the Great Game. In ANITLD, you’ll be acting as that Player some of the time, and also standing in for the Player’s Companion. Companions are (usually) animals who the Players have bonded with; Companions act as familiars, watch-critters, spies, weapon-delivery-systems, and emotional support beasts. Companions have (at least) human intelligence, and some of them may even be able to speak. During The Setup, you will specify Relationships between Players: teacher and student, wizard and rival, creator and created, whatever. You also get to choose what kind of Companion you will be (there’s a list, but feel free to make up your own).
Safety tools used
How will character creation work
As in other Fiasco games, characters are generated in the first minutes of gameplay.
Players can expect
- Combat/Tactics: Low
- Roleplay: High
- Puzzles: Medium
- Experience Level: Beginner
Player reviews (40)
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