
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/
LLWatts@aol.com wrote: > Anyone have hints/tips on writing humor and having it come out funny? Given the way games can go, you might try keeping the humor self-contained; don't make "the funny" depend on having gone through certain other parts of the scenario first. As you say, players will sometimes insert humor, so part of it is presenting them with absurd situations. The Mystery Men movie did a good job with this, esp. the non-lethal weapon workshop. Unfortunately, one person's funny is another's eye roll. I wouldn't depend on funny names (ex. Sam Francisco), "sight" gags (funny locations), etc. to carry the humor, though they can help set the tone. It might help to rewatch movies you found funny and see how they sustained the humor for two hours. Just IMO, Steve -- http://www.stevebarr.com "Kiri kiri kiri!" - Audition ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
----- Original Message ----- From:To: Sent: Tuesday, November 26, 2002 10:24 PM Subject: GM: Humor game help > 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 ....) Humor is easier when you know your audience. That said, there is one base assumption you can work with... They know the genre conventions. Which means feel free to parody them at will. Personally I've found it easier to improvise comedic adventures. My current BESM game is a very humorous, very-high-powered romp that can best be described as what happens when the principle cast from The Slayers gets dumped into a cross between Ranma 1/2 and Tenchi Muyo...and the result then gets hijacked by Excel Saga. Needless to say, it's not for everyone...but I have an advantage: It doesn't have to be. I know my players, so I can cater to--no, _shamelessly_pander_ to what they find amusing. In-jokes (in or out of game). Commonly understood references. Parodies of genre conventions. Heck, I'll take a one-off side comment and run with it as far as I can get away with (which, with the crew I've got, is pretty darn far). You've got it tougher, especially with the long gap in Hero activity; I'm not sure I can make a lot of generalizations. You're eventually going to have to come up with a vague profile of the target audience and work with that. There's no such thing as truly "generic comedy", despite what network programming execs seem to think; you have to have a hook... ---Darth Stomper-- Dark Chairman, Stomper Institute for Thaumaturgy and Heronism (S.I.T.H) GURPS fan - GMAST-L Old One (once banished) - Philosopher - Alternate Historian - General Crank - email: bravado@mindspring.com "There will be no use of superpowers to settle domestic disputes!" MxLP Count: 1 ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
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/
On 28 Nov 2002 at 7:36, Coyt D. Watters wrote: > 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. Is it a funny adventure to read, or a funny adventure to run? I think there's a difference there. It's much easier to write a funny adventure to read, because keeping something funny when you're running it sort of requires, to my mind, knowledge of your players. ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
> On 28 Nov 2002 at 7:36, Coyt D. Watters wrote: > > > 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. > > Is it a funny adventure to read, or a funny adventure to run? > > I think there's a difference there. It's much easier to write a funny adventure > to read, because keeping something funny when you're running it sort of > requires, to my mind, knowledge of your players. Well, we are talking _Paranoia_ here, where it's absurdist gaming at its best. To me it was a great example of both. It's a great farce of misdirection and unexpected plot twists, and I while I was amused with the how the module was written and fit together, what was best to me was that I could see my troupe and how they would react to the scenario. Most of the time, the next section followed *exactly* how the players ended up playing the scenario. Mr. Ford (GURPS: Time Travel, lots of other stuff) won awards for this module, well deserved in my opinion (though it was written over 16 years ago...) > > ---------------------------------------------------------------- > 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/