Noting
Noting
Noting
CREDITS
Written by Will Hindmarch
This playtest edition of All The Damn Time was made available at
http://www.wordstudio.net so that Fiasco players could stress-test
the playset and offer notes on actual play. Please feel free to weigh in
at the website with your own actual-play experience or questions.
Alternately, you can submit comments and questions via email at this
address: [email protected]
BOILERPLATE
This playset is an accessory for the Fiasco role-playing game by Bully
Pulpit Games.
MOVIE NIGHT
Back to the Future, Primer, The Terminator, Timecrimes, Donnie Darko
relationships...
1 Younger and Older
1 Sam the fearless and Sam the suspicious
2 The Sam who lies and the Sam who nobody trusts anymore
6 The Sam who done wrong and the Sam who enjoys the spoils
4 Before and After
1 Sam before the quantum incident and Sam after
6 Sam before the wedding date and Sam after the wedding date
3 Sam the trusting young thing and Sam the bitter old bastard
4 Sam, too young to know better, and Sam, who should be ashamed
6 Sam when he gets the idea and Sam after his comeuppance
4 Sam out to rewrite history and Sam out to choose his own future
3 ... from Eric Schmidt, who tormented you for four years
6 ... from your past self, for who you are now
2 TO get Rich
1 ... off the idea that was yours in the first place
2 ... because you would have earned it if things had been different
3 TO Get LAID
1 ... when you should have, instead of when you did
3 ... by Abby Wright, who you loved more than you said
4 ... one more time, back then, so youll always have the memory
5 To Redo
1 ... that night with Abby Wright
2 ... what you thought was a mistake, but turns out to maybe be fate
3 ... so youll know if you ever had a real chance or if it was fate
3 The first night in your first apartment, when you said too much
2 Work
1 Just another day at your shitty fast-food job, you thought
3 School
1 The day you met that asshole, Eric Schmidt
2 At Lucky Lanes, bowling and pool hall, the night you gave up
3 In the room party after the show, when you took it too far
4 At the carnival, when you were a kid and didnt know better
5 Interstitial
1 On the road, the night of the record thunderstorms
2 On the train, the day you realized but didnt say anything
3 In the airport, when you couldve gotten on the plane but didnt
4 On the street, the night you got separated from the party
6 Milestones
1 The day of dads wake, down at the bar
6 Your funeral
2 Sordid
1 The condom you needed
2 A hotel-room keycard with a lipstick kiss on it, good for one night
5 A bloody sponge
3 Dangerous
1 A serrated knife with a notch in it
5 Sentimental
1 The car you drove back then
6 Informational
1 A newspaper from the future
2 A forged diploma
**To get rich: so you can keep the promise you made
For four or five players, add
**To get respect: from your past self, for who you are now
LOCATIONS all the damn time
For three or four players
Your story might be an intimate affair all about undoing one tragic
night in Sams life or it might be a sprawling, tangled catastrophe
reaching across years of ambition and regret. During play, you should
explore a combination of scenes that involve time travel and scenes
that dont. Start with the youngest Sam and proceed forward, so that
you lay some groundwork for his story before you go meddling with
it through time travel.
Some groups may want to avoid replaying the same scene over and
over againmaybe you devise a made-up limitation on time travel
to explain whybut let your personal taste and narrative sensibility
be your ultimate guide. As long as youre not boring yourselves, you
cant really mess this up. Remember: Sam may not be as smart as you
are, so he may not see all the time-travel angles you do.
*(Or try this out: At the end of Act Two, the time-travel effect wears off and all
Sams return to their own times. The Aftermath shows them dealing with the
fallout of their antics through space-timemore power to the earliest Sam.)