Home | Forum | Unread | Sign in | Sign in | Beta? | Planet | Wiki
The Phoenyx
your roleplaying community

discussion > gamers > main

GAMERS is about roleplaying games (including sims) and almost anything of interest to the average roleplayer.
Subscribe | Unread | Recent | Group options | Topic options | Post
RobertAHoward
Robert A. Howard

Mon

Jun 4
2001

03:43Z

When Games Get Silly

Have you ever had a campaign where it just starts to fizzle out and then gets really silly? I mean, lately we've not been able to get anything really done in my game. I've gotten burned out and I know it... but we want to finish a campaign for once in our lives. ;) 

But today we found things getting silly. AD&D game, and we started talking about the stock market and how tinker gnomes were buying up all the oil to try and build horseless carriages that ran off steam and they needed the oil for lubrication. ;) And one player thought the rest of the group had been crushed under a lot of stone and was trying to dig them out, and another player used Wraithform to pop out of the wall and then fled again when the person tried to attack thinking he'd turned into an Undead and then trying to be convinced that he was alive and such. And other stuff.

So. What do you do when games turn silly? And should I just ride with it and keep it silly even as they try to save the world?

Rob
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

ChrisTutty
Chris Tutty

Mon

Jun 4
2001

04:54Z

When Games Get Silly

From: "Robert A. Howard" 
> Have you ever had a campaign where it just starts to fizzle out 
> and then gets really silly? I mean, lately we've not been able to 
> get anything really done in my game. I've gotten burned out 
> and I know it... but we want to finish a campaign for once in 
> our lives. ;) 
> 
It depends on why it's happening.

Sometimes things get loose for a session because that's the mood
everyone's in at the time and I don't see a problem with that.

If it's happening because the tone of the campaign is serious and
everyone is looking to just play for fun I'd advise rolling up some
throw-away characters and playing a couple of sessions of low 
grade hack'n'slash adventuring.  Real kill-the-monsters-take-the
-treasure stuff without thought for consequences or side-effects.
The sort of adventuring that kills off a couple of characters a 
session.

There's no reason this can't happen in the same campaign world.
A group I had been GMing for many years took a break by rolling
up a party of half-orcs preying on the fringes of the civilised area
my main campaign was set in.  We ran without a GM, letting the
dice make the decisions (so that I could play), drank some
beers and generally cut loose.  After a couple of sessions we'd
developed some energy and focus for the main campaign and so
we went back to it.

If you're worried about the main campaign fading away you could
alternate - two sessions of one campaign and then two of the other.

Chris Tutty

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

JimJanousek
jim janousek

Mon

Jun 4
2001

05:02Z

When Games Get Silly

>So. What do you do when games turn silly? And should I just ride with it 
>and keep it silly even as they try to save the world?

A former DM introduced the idea of the elemental plane of silliness. Pop the 
whole party into an alternate plane, let all the silliness run its course in 
as over-the-top a manner as required, then return them to the serious 
setting when they're ready to continue. I thought it worked pretty well.

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

TarlGrenier
Tarl Grenier

Mon

Jun 4
2001

09:04Z

When Games Get Silly

Heh if you want to see silly then you should see ELA where silly is the
rule. Imagine if you will a rpg with hordes of attack bunnies that love
sweet potatoes and the only way to get rid of them is with explosive sweet
potatoes.

Or a bunny the 10 times the size of Godzilla named Cuddles. Where Paris gets
blown to hell not once not twice but three times. Where lysol can kill
vampires and Manhatten Island ends up 10,000 ft above sea level.

Even though atm most of us are waiting for a guy to post so we can all
attack the big ass dragon its as funny as hell reading the story, not to
mention being part of its creation.
----- Original Message -----
From: "Robert A. Howard" 
To: 
Sent: Sunday, June 03, 2001 11:43 PM
Subject: GM: When Games Get Silly


> Have you ever had a campaign where it just starts to fizzle out and then
gets really silly? I mean, lately we've not been able to get anything really
done in my game. I've gotten burned out and I know it... but we want to
finish a campaign for once in our
>  lives. ;)
>
> But today we found things getting silly. AD&D game, and we started talking
about the stock market and how tinker gnomes were buying up all the oil to
try and build horseless carriages that ran off steam and they needed the oil
for lubrication. ;) And one
> player thought the rest of the group had been crushed under a lot of stone
and was trying to dig them out, and another player used Wraithform to pop
out of the wall and then fled again when the person tried to attack thinking
he'd turned into an Undead an
> d then trying to be convinced that he was alive and such. And other stuff.
>
> So. What do you do when games turn silly? And should I just ride with it
and keep it silly even as they try to save the world?
>
> Rob
> ----------------------------------------------------------------
> GMAST Home Page:  http://www.phoenyx.net/gmast/
>
>

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

EdwardWedig
Edward Wedig

Mon

Jun 4
2001

14:19Z

When Games Get Silly

Sounds like most Toon games I've seen/played.

Edward Wedig
Graphic Designer - Web Designer - Gamemaster - Nice Guy
www.edtheartist.com
----- Original Message -----
From: "Tarl Grenier" 
To: 
Sent: Monday, June 04, 2001 5:04 AM
Subject: Re: GM: When Games Get Silly


> Heh if you want to see silly then you should see ELA where silly is the
> rule. Imagine if you will a rpg with hordes of attack bunnies that love
> sweet potatoes and the only way to get rid of them is with explosive sweet
> potatoes.
>
> Or a bunny the 10 times the size of Godzilla named Cuddles. Where Paris
gets
> blown to hell not once not twice but three times. Where lysol can kill
> vampires and Manhatten Island ends up 10,000 ft above sea level.
>
> Even though atm most of us are waiting for a guy to post so we can all
> attack the big ass dragon its as funny as hell reading the story, not to
> mention being part of its creation.
> ----- Original Message -----
> From: "Robert A. Howard" 
> To: 
> Sent: Sunday, June 03, 2001 11:43 PM
> Subject: GM: When Games Get Silly
>
>
> > Have you ever had a campaign where it just starts to fizzle out and then
> gets really silly? I mean, lately we've not been able to get anything
really
> done in my game. I've gotten burned out and I know it... but we want to
> finish a campaign for once in our
> >  lives. ;)
> >
> > But today we found things getting silly. AD&D game, and we started
talking
> about the stock market and how tinker gnomes were buying up all the oil to
> try and build horseless carriages that ran off steam and they needed the
oil
> for lubrication. ;) And one
> > player thought the rest of the group had been crushed under a lot of
stone
> and was trying to dig them out, and another player used Wraithform to pop
> out of the wall and then fled again when the person tried to attack
thinking
> he'd turned into an Undead an
> > d then trying to be convinced that he was alive and such. And other
stuff.
> >
> > So. What do you do when games turn silly? And should I just ride with it
> and keep it silly even as they try to save the world?
> >
> > Rob
> > ----------------------------------------------------------------
> > GMAST Home Page:  http://www.phoenyx.net/gmast/
> >
> >
>
> ----------------------------------------------------------------
> GMAST Home Page:  http://www.phoenyx.net/gmast/
>

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

WhytCrow
whytcrow

Mon

Jun 4
2001

14:29Z

When Games Get Silly

I hate it when my serious games turn silly...as player or as GM.

When it hits that point, I will let it ride through the session as long as 
it stays reasonably on-topic.  If it gets out of control, or is mostly OOC 
commentary, then I stop it and tell people to get focused.

If I feel it is a trend, I stage a post-session meeting, or via email 
between sessions.  I ask if everyone is enjoying the game, if they need a 
break, etc.  Then maybe we do something else for a while or people get 
refocused without the need for a break.

If it continued unabated, I'd lose my own enthusiasm for the game I think.

If we want to be silly, then we can just whip out some board games and play 
them instead (or something like Paranoia, which is meant to be silly).

Jennifer
--
The White Crow
Author:  The Deryni Roleplaying Game (Coming Nov. 2001, Grey Ghost Press)
My RPG pages:  http://www.io.com/~whytcrow/
Living Writing: A Column at http://www.free-epress.com/columns/index.htm

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MeeraBarry
Meera Barry

Mon

Jun 4
2001

15:12Z

When Games Get Silly

> I hate it when my serious games turn silly...as player or as GM.

	I generally see games "turning silly" as a good sign that people
	are comfortable with their characters.  It's a form of
	caricature; I know my PC well enough that I can envision
	them outside of the developing environment.

	At the same time, I agree that it can be a significant
	sign of lack-of-focus.  The question is how much is it
	just that and how much is the silliness being pursued?
	
	If the silliness is becoming the major factor in continuing
	game sessions, I'd probably see about changing games for
	a while.  That's a lot different than just blowing off
	steam; that says there's an underlying push to change the
	game environment.  

	The other side of it is, of course, is it group-wide or is
	it one (or two) individuals that are being enthusiastic?
	Is it disruptive?  Do you feel comfortable saying, "This is
	funny, but is it going somewhere or do I need to take
	control and direct this again?"

	The big question then is what to do when the answer is, "We're not
	happy with the game."

\\ Mb \\
mabarry@xpert.net

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

WhytCrow
whytcrow

Mon

Jun 4
2001

15:31Z

When Games Get Silly

>         I generally see games "turning silly" as a good sign that people
>         are comfortable with their characters.  It's a form of
>         caricature; I know my PC well enough that I can envision
>         them outside of the developing environment.

I don't agree -- at least not completely.  When people are "really 
roleplaying" (whatever that means) and are comfortable with their 
characters, we rarely get silliness as a side-effect.  I guess my feeling 
is that when it becomes a caricature, focus has been lost.

>         The other side of it is, of course, is it group-wide or is
>         it one (or two) individuals that are being enthusiastic?
>         Is it disruptive?  Do you feel comfortable saying, "This is
>         funny, but is it going somewhere or do I need to take
>         control and direct this again?"

I think that the question wouldn't come up unless it is being 
disruptive.  The occasional funny moment when appropriate (such as when a 
PC became a near babbling idiot when he discovered he was to be a father -- 
and needed to be dunked in the rain barrell), but if it involves lots of 
OOC comments about underwear...perhaps you might have a problem.

And if it isn't disruptive, then it isn't bothering anyone and no one would 
ask.  (My husband's DnD game seems to have more OOC chatter than IC 
roleplaying -- and everything seems to be on a level that makes low-brow 
humor look classy, but no one has issues with it.  I don't play, because I 
*would*)


>         The big question then is what to do when the answer is, "We're not
>         happy with the game."

Then you figure out how to make people happy...or you play something else.

Jennifer
--
The White Crow
Author:  The Deryni Roleplaying Game (Coming Nov. 2001, Grey Ghost Press)
My RPG pages:  http://www.io.com/~whytcrow/
Living Writing: A Column at http://www.free-epress.com/columns/index.htm

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MeeraBarry
Meera Barry

Mon

Jun 4
2001

16:54Z

When Games Get Silly

On Mon, 4 Jun 2001, The White Crow wrote:

> I guess my feeling is that when it becomes a caricature, focus has been
> lost. 

	I understand (not from personal experience, but from many
	'net and convention discussions) that "lack of focus" is a 
	"game-killer" in many GMs' eyes.  Perhaps I simply take my
	gaming less "seriously" in that I don't feel that my few
	gaming hours are sacrosanct to "gaming, and gaming only,
	no side-conversation, no off-topic discussions," like many
	with whom I have conversed.

	Since I use issues personal to my players in the games, as
	well as the usual run of in-jokes and the occasional "What
	If?" sequence, I mostly find the occasional silliness 
	refreshing.  It's fun (to me) to see, say, Dr. Gizmo running
	through an unusual silly sequence with one of his new toys.
	It provides the group with a little in-character silly 
	reference that we'll probably refer to again and again.

> I think that the question wouldn't come up unless it is being 
> disruptive. 

	Now, I will fully admit that there is probably an
	"acceptable silliness" range.  [Heck, some of my PCs have
	legends they've acquired in non-game canon sequences...]
	So, I will acknowledge that there is a difference... 

	I see the question then to be more about disruption than
	silliness.  Honestly, I have had experiences where the
	disruption was a "heavy mood" in a light-hearted game.  

	In that case, I maintain my suggestion, amending it mostly
	to finding out what the underlying cause is... and if it's
	dissatisfaction, what is reasonable to do about it.

> >         The big question then is what to do when the answer is, "We're not
> >         happy with the game."
 
> Then you figure out how to make people happy...or you play something else.

	That goes into the area of group consensus of where the
	responsibility falls... and since that's idiosyncratic from
	group to group I won't say anything except that the above is not
	how it would work in my gaming group(s).

\\ Mb \\
mabarry@xpert.net

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

RobertAHoward
Robert A. Howard

Tue

Jun 5
2001

16:48Z

When Games Get Silly

Okay, what do you do when you as a GM start getting silly? :D

It was as much me as anyone else. I am planning on taking a long break from
GMing when this campaign is done. I've skipped scenes and dropped other
scenes so I can just drive them toward the final goal.

And I've allowed devious plans to cause chaos and disruption to work when
there is a chance it would not. Of course, lately those plans have had
contingencies in them as well... they are getting to know me too well I
think. ;)

But I'm the one who came up with the stock market comments and they played
with them. I suppose it's better than just straight Hack and Slash (which
one player seems to prefer but she's been in that rut for about 7 years now)

Rob

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

AG
a & g

Wed

Jun 6
2001

01:24Z

When Games Get Silly

> Okay, what do you do when you as a GM start getting silly? :D
> 
> It was as much me as anyone else.
    
    Well, if you're looking to take out some silliness of a campaign, and
you're the one helping to put it there . . . that's kind of contradictory.
Maybe you really DO want to have some silliness in there. If you're looking
for a way to make sure you don't go overboard with it yourself, maybe ask
the other players to help bring you into focus, it can work both ways.
    Perhaps, like myself, you want the best of both worlds. A game where you
can somehow cut loose and be silly whenever you want (aka, have lightness
and spontaneity) and still make significant progress towards finishing the
campaign and do some serious roleplaying. I think find the right blend of
those elements and consistently delivering them may very well be what GMing
is all about.

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MichaelOrton
Michael Orton

Thu

Jun 7
2001

02:14Z

When Games Get Silly

The bunnies get into Warehouse 23?

Oh dear....
Dear oh dear...

"Hey, Ring, what does this Hrru-dodo do?"

"No idea, Swaffam, but it's got this leaver thing..."
[Awwwwwwwww...Ping!]
"Why are you so small Ring?"

"Er, no Swaffam, you are very very big...."

(Yes, there once was a Bunny called "Swaffam By-pass" due to having very low
charisma, and another one called Silver Ring - becasue these men put one on
him.)


-----Original Message-----
From: Coyt D. Watters 
To: gmast@phoenyx.net 
Date: 04 June 2001 18:34
Subject: Re: GM: When Games Get Silly


>Then again, I run Bunnies and Burrows/Warehouse 23 events at conventions,
and
>if there is any game where silliness can be added at no cost, that's it.



----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

WattErs10
watters.10

Thu

Jun 7
2001

04:03Z

When Games Get Silly

On 6 Jun 2001, at 20:14, Michael Orton wrote:

> The bunnies get into Warehouse 23?

Usually they do, if they can pass the highway, electrified fence and the cyber-
enhanced K-9 and Rex2001.01.a ...

Not to give it away, if you're planning on playing either session at Origins, 
move on citizen...

White Spot (from GURPS Villains) figures predominantly in the first session, 
the warehouse is just a backdrop.

My favorite quote from a player (at last year's Origins), Juniper, the 
trickster, upon encountering an NPC who was accosted and detained by the other 
characters, "What could I do with an unconcious, tied up weasel?"





================================================================
-Coyt
"The Internet, billions of electrons with nothing better to do."
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MichaelOrton
Michael Orton

Fri

Jun 8
2001

22:21Z

When Games Get Silly

No, I won't be at Origins.   I have this feeling it is on the other side of
the Atlantic and I'm not ready to take my holiday just yet.

But I'm going to remember that concept for a while....

Are you using the GURPS B&B rules or the original?

Rgds,
Michael.

-----Original Message-----
From: Coyt D. Watters 
To: gmast@phoenyx.net 
Date: 07 June 2001 04:21
Subject: Re: GM: When Games Get Silly


>On 6 Jun 2001, at 20:14, Michael Orton wrote:
>
>> The bunnies get into Warehouse 23?
>
>Usually they do, if they can pass the highway, electrified fence and the
cyber-
>enhanced K-9 and Rex2001.01.a ...
>
>Not to give it away, if you're planning on playing either session at
Origins,
>move on citizen...
>
>White Spot (from GURPS Villains) figures predominantly in the first
session,
>the warehouse is just a backdrop.
>
>My favorite quote from a player (at last year's Origins), Juniper, the
>trickster, upon encountering an NPC who was accosted and detained by the
other
>characters, "What could I do with an unconcious, tied up weasel?"
>
>
>
>
>
>================================================================
>-Coyt
>"The Internet, billions of electrons with nothing better to do."
>----------------------------------------------------------------
>GMAST Home Page:  http://www.phoenyx.net/gmast/
>


----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

WattErs10
watters.10

Sat

Jun 9
2001

03:53Z

When Games Get Silly

Yep, Origins is in Columbus Oh in July.

I use the GURPS: B&B sourcebook.  The characters are all pregen (not many 
people bring B&B characters to a convention of Origin's size (8000+ gamers), 
the first scenario I run has most of the rough spots worn off of it, I'm 
retiring it this year.

On 8 Jun 2001, at 16:21, Michael Orton wrote:
> No, I won't be at Origins.   I have this feeling it is on the other side of the
> Atlantic and I'm not ready to take my holiday just yet.
> 
> But I'm going to remember that concept for a while....
> 
> Are you using the GURPS B&B rules or the original?
> 
> Rgds,
> Michael.
> 
> -----Original Message-----
> From: Coyt D. Watters 
> To: gmast@phoenyx.net 
> Date: 07 June 2001 04:21
> Subject: Re: GM: When Games Get Silly
> 
> 
> >On 6 Jun 2001, at 20:14, Michael Orton wrote:
> >
> >> The bunnies get into Warehouse 23?
> >
> >Usually they do, if they can pass the highway, electrified fence and the
> cyber-
> >enhanced K-9 and Rex2001.01.a ...
> >
> >Not to give it away, if you're planning on playing either session at
> Origins,
> >move on citizen...
> >
> >White Spot (from GURPS Villains) figures predominantly in the first
> session,
> >the warehouse is just a backdrop.
> >
> >My favorite quote from a player (at last year's Origins), Juniper, the
> >trickster, upon encountering an NPC who was accosted and detained by the
> other
> >characters, "What could I do with an unconcious, tied up weasel?"
> >
> >
> >
> >
> >
> >================================================================
> >-Coyt
> >"The Internet, billions of electrons with nothing better to do."
> >----------------------------------------------------------------
> >GMAST Home Page:  http://www.phoenyx.net/gmast/
> >
> 
> 
> ----------------------------------------------------------------
> GMAST Home Page:  http://www.phoenyx.net/gmast/
> 



================================================================
-Coyt
"The Internet, billions of electrons with nothing better to do."
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MichaelOrton
Michael Orton

Thu

Jun 7
2001

02:15Z

When Games Get Silly

>So. What do you do when games turn silly?

Robert,

That is not silly.

Silly is when you discover some five years into the campaign that the
minotaur in the party always was a were-squirel, but never knew it.

And then there is the character with a chonic gender instability - changing
geneder one adventure in six, not to mention the Helmet of Brilliance with
the activation clause "make love to a vampire to the music of 'Shine on
Harvest Moon'",  (Would you belive the CN cleric managed to do it?  Having
seduced a vampire and lossing three levels doing it, she then expected him
to marry her and settle down...   Well vampires are intrinsically lawfull.)

Then there was the campaign where the dragons were so sleepy they gold
dragons cast "Magic Mouth" to wake themselves up when adventurers
approached.

And the Brass Dragon who would only fly wearing blinkers, and who thought
Nystle's Magic Aura was a really neat spell - he had a huge horde of magic
items!

Not to mention the quest for the highest number of vamipres you can slay in
one round: the answer is "as many as you can find in one place" and the most
effective technique is to taunt them into attacking the party through a Wall
of Fire.

Then there are the Speed Slaying an Arch-Devil events.  (I know they don't
call them that any more, but these events were held 20 years ago now.)
Remember you have to kill them, on their home plane, before the first
sub-initiative of the pre-round events of the first round of combat or you
are in big big trouble...

Except for Tiamat, who, under the original MM specification, wasn't worthy
of having the job and died to 13th level parties in every campaign - far too
easy to kill.

And the best one was the campaign with the unwritten rule that at some point
during the adventure, the inn the party always met in had to be demolished
in a new way.   (Except for the time when a giant doughnut shaped spaceship
landed on the town and demolished every building except that inn.)

So don't worry about the tinker gnomes cornering the oil market, and PCs
mistaking wraithform for true undead status.   The real point is "are people
having fun?"  If so, let them romp!

Rgds,
Michael.

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

DebAtwood
Deb Atwood

Thu

Jun 7
2001

02:30Z

When Games Get Silly

At 08:15 PM 6/6/2001 -0600, Michael Orton wrote:

>And then there is the character with a chonic gender instability - changing
>geneder one adventure in six

This reminded me...

Silly doesn't always mean the campaign is silly.  I mean, I don't think 
anyone who's heard the plots of Artifacts of Winter, which included all 
sorts of dark and difficult themes, would claim that that campaign was silly.

But...

AoW began as a set of several one on one (or two or three) prelude 
sessions.  The first full session, where all the players actually got to 
play in one day (there were 11 of them at the time) lasted from about 1pm 
until something like 3am.  And everyone knows I get silly as the time gets 
later.

I remember distinctly at one point, as Sam looked at Brian, trying to 
unravel the spell that he could see around Brian.  He could figure out what 
type it was (he was some sort of a were), and how to activate it, but not 
what it would *do*.  So Sam reached out and pulled the magical thread that 
would activate the spell.  And I fell over in a huge case of the 
giggles.  Because I'd thought it out all ahead of time (and it was very 
very logical, to be honest).

Brian looks over at me and asks, "So what am I?  Some kind of a were-blonde?"

I just nodded through helpeless giggles.  Oh... the look on his face!  Not 
to mention everyone elses'!

And that's exactly what it was.  He'd been cursed in the past to spend 25% 
of his time as a woman, a pretty blonde that Brian named Daphne after an 
Amber character he'd had.  In the end, Brian ended up splitting his 
personality, with his "there' personality inhabiting his male body, and his 
"here" personality (they had all walked into Elendar from the real world) 
inhabiting Daphne.

So Brian's character was male part of the time and female part of the 
time.  Which resulted in an intensely silly game.  And it was all in 
character (okay, except for my initial case of the giggles).

I guess my point is, life is serious, and life is silly.  I ran a 
wonderfully dark campaign that came to a beautiful conclusion.  But it had 
its silly moments, and the people in the game were people... they were 
real, and came alive, and lived their lives in Elendar which included hard 
moments and silly moments (like Dustin and Tansy... never fall in love with 
a quick tempered mage... he'd do something unwittingly, she'd throw a 
fireblast over his shoulder, and he'd stand there, looking lost, asking, 
"What?  What'd I *do*??").  I'm not so sure utterly serious without any 
silliness is a good reflection of reality (yeah, I know we're talking 
fantasy, but I like my fantasies to feel real *grins*).

I'm done babbling now.  I'll go back into hiding.

D.

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MikeF
Mike Feldhusen

Thu

Jun 7
2001

02:42Z

When Games Get Silly

On Wed, 6 Jun 2001, Deb Atwood wrote:

> I guess my point is, life is serious, and life is silly.  (like
> Dustin and Tansy... never fall in love with a quick tempered
> mage... he'd do something unwittingly, she'd throw a fireblast over
> his shoulder, and he'd stand there, looking lost, asking, "What?
> What'd I *do*??").

But he does that in real life with jenn, so that wasn't playing, that
was just him.  Of course, the fact that he *did* marry a quick
tempered mage *might* have something to do with it. :-)

> I'm done babbling now.  I'll go back into hiding.

You can come out any time you want.  Babble away.

-- 
Michael Feldhusen
mike_f@io.com
http://www.io.com/~mike_f/

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

WhytCrow
whytcrow

Mon

Jun 4
2001

17:45Z

When Games Get Silly

>         I understand (not from personal experience, but from many
>         'net and convention discussions) that "lack of focus" is a
>         "game-killer" in many GMs' eyes.  Perhaps I simply take my
>         gaming less "seriously" in that I don't feel that my few
>         gaming hours are sacrosanct to "gaming, and gaming only,
>         no side-conversation, no off-topic discussions," like many
>         with whom I have conversed.

If that's what works for you, more power to you.  Personally, I feel that 
if socialization is what is wanted, then I'll play board games.  I roleplay 
for story and char interaction, so when I"m roleplaying that's what I want.

I lean towards the no off-topic, no side conversations end of 
things.  While they happen, kept to a minimum they don't detract from what 
I'm trying to do.  With too much of it, I feel like I'm trying to read a 
book with constant interruptions, enough so that I can't figure out what's 
going on, and I have to keep reading the same paragraphs over and over.

>         Now, I will fully admit that there is probably an
>         "acceptable silliness" range.  [Heck, some of my PCs have
>         legends they've acquired in non-game canon sequences...]
>         So, I will acknowledge that there is a difference...

I guess I feel cheated if the best remembered bits are the out-of-game 
comments.  The side jokes that are not in character at all, and have little 
to do with the game -- if that's all anyone gets out of it, I want to play 
Settlers of Catan or Lord of the Fries instead.  I love board games.  I 
love roleplaying.  But I do them for different reasons.

This does not include games which have a higher level of silliness from teh 
start, or that wax and wane in seriousness for other reasons.  Castle 
Falkenstien run over-the-top, frex, can be both....although the silliness 
is very much in game.  "He'll die without the antidote and we only have a 
week to get it for him?  Well, we need to detour to Vienna for three days 
because if the man is going to die, he needs to see the opera One Last Time!"

>         I see the question then to be more about disruption than
>         silliness.  Honestly, I have had experiences where the
>         disruption was a "heavy mood" in a light-hearted game.

I can certainly see that.  It would be like contemplating the angst of a 
Paranoia clone.

>         In that case, I maintain my suggestion, amending it mostly
>         to finding out what the underlying cause is... and if it's
>         dissatisfaction, what is reasonable to do about it.
>         That goes into the area of group consensus of where the
>         responsibility falls... and since that's idiosyncratic from
>         group to group I won't say anything except that the above is not
>         how it would work in my gaming group(s).

What's reasonable depends on the group.  Our overall group tends to view it 
as the GM in charge.  The GMs choose what they want to run, and then the 
players can figure out what they want to play in.  We rarely have shortages 
of GMs or players, so it works out.  If the players decide, either solely 
or as a group, that a game isn't for them, then they work it with the GM to 
either leave the game, change the game, or drop the game.

WHile the GM gave me a hard time about it, after another session or two (to 
finish up the plotline), I will be leaving one of the games I'm in, mainly 
due to another player.  This actually isn't a silliness issue (it's Star 
Trek.  We know some silliness is inherent as we try to wrap our heads 
around one of the classic Trek Tropes), but rather one of the player who 
micro-manages the other players to a point that I can't stand (if I wanted 
to be told how to play and what to do all the time, I'd play a video game 
and let my nine-year-old watch.  He loves to "help.").  In this case, the 
GM is reluctant to do anything truly proactive about helping my situation 
(talking to the other player, both by him and myself, has not helped) and 
I've lost the ability to just ignore it.  I got some flak about the fact 
that there's so much plot stuff around my char, but I don't get much time 
to game and I'm not spending it being irritated.

Jennifer
--
The White Crow
Author:  The Deryni Roleplaying Game (Coming Nov. 2001, Grey Ghost Press)
My RPG pages:  http://www.io.com/~whytcrow/
Living Writing: A Column at http://www.free-epress.com/columns/index.htm
Peditress since 7/5/00

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MeeraBarry
Meera Barry

Mon

Jun 4
2001

18:08Z

When Games Get Silly

On Mon, 4 Jun 2001, The White Crow wrote:

> If that's what works for you, more power to you.  Personally, I feel that 
> if socialization is what is wanted, then I'll play board games.  I roleplay 
> for story and char interaction, so when I"m roleplaying that's what I want.

	It's amazing all the different paths we can take to the
	same [general] goal!  I'm afraid that the off-topic conversation
	is _just_ as important to my gaming as the on-topic, so I would
	be hard pressed to see things from your point of view.

	Then again, we roleplay our boardgames.  In Monopoly, I'm playing
	a 4th level shoe.

> I guess I feel cheated if the best remembered bits are the out-of-game 
> comments.

	Why?
	I'd like to understand the "feeling cheated" portion because
	to me, the whole session is one of "shared experience."  OK,
	I could have gone without the discussion of whether or not
	there could be a 'pizza grease baptism' of the character sheets,
	but it was Funny At The Time.

> The GMs choose what they want to run, and then the players can figure
> out what they want to play in.

	When you added having "enough GMs to do it," I marked this down
	as "luxury gaming."  Which probably isn't completely fair, I
	mean, having air conditioning may be an optional accessory to
	a car, but there are places where it's a climate-necessity.

	Frankly, the general use of silliness in my gaming is to 
	blow off steam that doesn't really relate to the game.  As a
	GM (and the primary GM of the group) I do have the ability
	to control it when it goes off-track, but like everyone else
	in my group, I work hard.  I stress hard.  I play just as
	hard when I have the time, so if we need to run our Cultists as
	Toon characters for half an hour to get it out of our systems,
	heck, I'm going to be more obliging than annoyed.

	But that's an "all things in moderation," viewpoint.  I 
	run either horror or humour...and often both.  I have limited
	taste for (melo)drama.  If things were constantly silly or
	constantly serious I'd be unhappy. [grin]

	Still, all sorts of tastes out there...

\\ Mb \\

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

WattErs10
watters.10

Mon

Jun 4
2001

18:33Z

When Games Get Silly

In most of the gaming groups I normally play in, we've instituted the "Pun Die" 
as a set part of the game.  We normally use a D30, set at 15 when the session 
starts.  If the players go too far out of bounds, the die is increased by a 
value (usually 1-3), the opposite for the GM.  If we exceed either boundary, 
the game is over for the night, since either the GM or the players are too 
silly to keep the game settled.  In-game, in-character silliness doesn't impact 
the die.

Of course, we play for relaxation, not intense RP these days.  There's enough 
stress in the 35+ crowd (my average gamer) that too much stress for the game is 
not good.

Then again, I run Bunnies and Burrows/Warehouse 23 events at conventions, and 
if there is any game where silliness can be added at no cost, that's it.

 

================================================================
-Coyt
"The Internet, billions of electrons with nothing better to do."
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

AG
a & g

Tue

Jun 5
2001

03:30Z

When Games Get Silly

> Have you ever had a campaign where it just starts to fizzle out and then gets
> really silly? I mean, lately we've not been able to get anything really done
> in my game. I've gotten burned out and I know it... but we want to finish a
> campaign for once in our lives. ;)

Ah, the ever futile attempt to stick with a campaign until it is actually
finished! A noble idea, and I think the most important thing to remember
when trying to accomplish that is to make sure that everyone is in the same
boat. That said . . .

> So. What do you do when games turn silly? And should I just ride with it and
> keep it silly even as they try to save the world?

Silliness is, of course, relative. Like above, talk to your players and make
sure everyone is on the same page. Get out in the open what everyone wants
from the campaign. If you can't agree on it closely enough, you'll probably
have to switch some players to get the most satisfaction from it. You sound
like you've been playing a while, though, and I'm betting that everyone will
be able to come to an agreement with how the campaign should be styled.
    It may very well be that the players just get "rowdy" and would welcome
someone bringing their attention back to the game. A good method I found for
doing this (if you can stand it) is to remain in character constantly
(kindly overlooking things like "I gotta go to the bathroom"). Then if some
dwarf starts talking about how funny it was when they were driving around
the other day, you can inform them that the whole pub is staring at them
with a mix of wariness and hilarity.
    Most of the time I find that if enough players really want the game to
be moving more quickly, it won't be too hard to move along the game, if just
with those players, so that anyone being too silly quickly gets behind.
    Keep me posted, eh?
    

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

Subject (required)




 
Refresh