• Corpus ID: 14822295

Fiascomatic : A Framework for Automated Fiasco Playsets

  title={Fiascomatic : A Framework for Automated Fiasco Playsets},
  author={Ian D. Horswill},
We present Fiascomatic, a mixed initiative system for generating consistent scenarios for the indie storytelling RPG Fiasco. Players can repeatedly generate scenarios, locking down aspects of a scenario they like and regenerating aspects they don’t, until they arrive at a scenario they find entertaining. It is not a story generation system; it generates scenarios from which players then generate stories. Nor is it intended to generate optimal scenarios; it generates random scenarios which the… 

Figures from this paper

Tabletop Roleplaying Games as Procedural Content Generators
It is argued that TTRPG design can usefully be viewed as procedural content generator design and several case studies linking key concepts from PCG research – including possibility spaces, expressive range analysis, and generative pipelines – to key concepts in T TRPG design are presented.
Kismet: A Small Social Simulation Language
Kismet is a small social simulation language that leverages computational machinery (such as an inheritance system) and is authored using natural language inspired syntax that is designed to be end user facing.
Ex-Tarot: An extended Tarot-based narrative generation
The implementation of Ex-Tarot, a Tarot based narrative generation, which extends the expressive range of a previously built system by several orders of magnitude, by extending upon the interpretations used by the system, as well as utilizing Tarot cards in a novel way for character properties.


LUDOCORE: A logical game engine for modeling videogames
This work presents a tool that is capable of generating gameplay traces that illustrate the game's dynamic behavior, and builds on the event calculus, a formalism for reasoning about state and events over time, and a set of common structures and idioms used in modeling games.
Versu—A Simulationist Storytelling System
Versu is a text-based simulationist interactive drama that uses autonomous agents and relies on the notion of a social practice to achieve coordination between the independent autonomous agents.
A case study of expressively constrainable level design automation tools for a puzzle game
This paper presents two independent implementations of three diverse level design automation tools for the popular online educational game Refraction and finds that even emergent aesthetic style properties were straightforward to directly control.
A Knowledge-Based Framework for the Collaborative Improvisation of Scene Introductions
This article describes a framework for the mixed-initiative collaborative creation of introductions to improvised theatrical scenes. This framework is based on the empirical study of experienced
Answer Set Programming for Procedural Content Generation: A Design Space Approach
An approach to content generation that centers on explicit description of the design space, using domain-independent procedures to produce artifacts from the described space by concisely capturing a design space as an answer set program is outlined.
RoleModel: towards a formal model of dramatic roles for story generation
This paper discusses the basic architecture for the RoleModel approach, demonstrates example output from the system through three use-cases, discusses the authorial expressiveness enabled by a "stageless" abductive logic approach to story generation, and proposes the current and future directions.
Story representation in analogy-based story generation in Riu
This paper analyzes existing story representation formalisms and proposes a new approach based on the cognitive semantics theory of force dynamics, which is presented as an analogy-based interactive narrative system, Riu.
MEXICA: A computer model of a cognitive account of creative writing
The engagement-reflection account of writing, the general characteristics of MEXICA, and an evaluation of the program are described and reported.
A Formal Architecture of Shared Mental Models for Computational Improvisational Agents
The approach described here allows flexible modeling of non-Boolean (i.e. fuzzy) knowledge about scene and background concepts through the use of fuzzy rules and confidence factors in order to allow reasoning under uncertainty.
This is an account of theoretical issues which came out, almost unbidden, from a practical test of the following hypothesis: that the natural language in which to write interactive fiction is natural