I have run a handful of sessions of Fiasco and I picked up a few habits which I realized after the fact, wasn't actually described in the original core text. I chatted with Steve via email and he recommended that I post some of these on here. Please note that I have only used these for 5 person games and the warranty is voided for 3 player games.
1) During the set-up, the dice selection is more focused. The black dice can only be used to choose broad Relationship/Need/Object/Location Categories. The white dice can only be used to pick details. The last black die and the last white die are each wild. This tends to lead to more of a restricted set of choices, but it speeds up the initial part of the game and focuses play nicely. The key bonus is that it tends to make for lessen analysis paralysis from the participants.
2) In core Fiasco, needs/objects/locations are implicitly attached to relationships. Normally you have 4 dice allocated to each cue-card and each participant is only connected to 2 other participants. By contrast, my hack means that each Category/Detail goes on it's own card. Each player shares Relationships with two people and Need/Object/Locations with the other two people.
3) In a 5 players game, you have relationships with the players on the immediate left and right. You have Needs/Objects/Locations with the players 1-step away left and 1 step away right. This leads automatically with a connection to every other player.
Example of game play with the Touring Rock band
The example characters are sitting in this order, going clockwise.
Alice pulls out a black die with a value of 2, declaring that Bruce and Cara share a "Good Friends" category of Relationship.
Bruce pulls out a black die with a value of 3, declares David and Eva share "The Grind" Relationship.
Cara pulls out a black die with a value of 5 that Eva and Alice share the "Trouble" Relationship.
David pulls out a black die with a value of 6 that Alice and Bruce share the "Bad Friends" Relationship.
Eva pulls out a black die with a value of 1 that Cara and David share the "Friends" Relationship.
Repeat in the same fashion with half of the white dice, allocating details for the other people's relationships. The two people who are assigned the relationship pick how to interpret those details. For instance, if a Eva declares that David/Eva share a "Boss/Roadie" detail on their relationship, David and Eva decide which role they want.
Now you work on the Needs/Locations/Objects, once again allocating the categories with black dice and details with the white.
A declares that B - D share a need of To Get Out.
B declares that A - C share a need of To Get Wasted
C declares that C - E share an location of The Tour Bus
D declares that E - B share an object of of Dude, No Way
E declares that D - A share an object of Rollin'
Repeat in the same fashion with remaining white dice, allocating details for the other people's Needs, Locations or Objects.
How this impacts play
Every character is connected to every other character, which means the game is more tight-knit. Every participant knows and is engaged with the other characters. I have enjoyed how the gameplay worked out and I would like to hear your thoughts.