If you can find it, I'd recommend reading "The Yellow Clearance Black Box Blues" for WEG's Paranoia game. It has to be one of the funniest "adventures" ever written for gaming. Granted, given the game itself there's a lot of inherent humor, but this was one "module" that I really enjoyed reading as much as running. Humorous gaming *can* be done, but a lot of it depends on the GM and the troupe. I've become less of a dramatist GM and more of a recreational GM, so I have more fun and sometimes will wander way off the story arc in pursuit of a gag. Frex, I've been running a couple of GURPS: Bunnies and Burrows / Warehouse 23 games at ORIGINS the last few years which I consider very humorous (and most of the players seem to as well - though I've had a few hard-core dramatists who don't "get it") given the genre and the pretense of the adventure. But my written module is very dry and quite boring, but when applied with a group dynamic, it generates its own humor. > I'm working on an adventure that I plan to send in for publication. The > tricky thing is that this is the first adventure I've written that is _meant_ to > be humorous; most of the time I've done serious plotlines and the players have > inserted humor on their own. Anyone have hints/tips on writing humor and having > it come out funny? (For any Champions types on list, it's a Foxbat Master > Plan(TM) . Having _him_ go flat ....) > > Leah > ---------------------------------------------------------------- > GAMERS Home Page: http://www.phoenyx.net/gamers/ > ================================================================ -Coyt "The Internet, billions of electrons with nothing better to do." ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/


