I tried drawing a line in my last article, but I didn't
provide you with a definition. I was explaining that there's a
difference between games that are written to be funny, and games
where you just have a hopping good time. Or a skipping good
time. You get the point -- such a good time you're moved...or
moving from it. (Boy, I'm glad I'm avoiding toilet humour.
We'll...erm...discuss that in another article, I'm sure.)
How many times did you laugh during your last gaming
session? If you're not laughing, you might be playing the wrong
game, or at least with the wrong people. I'm granting some
exceptions for those dark, angst-filled sessions, just because I
know it breaks the mood for some of you...but really, when you're
with your friends (and your fellow gamers ought to qualify to
some extent, IMO!) you should be able to laugh. You're supposed
to be having fun, right?
I played a couple of sessions of AD&D recently. First
edition, none of that pansy stuff [giggle]. Straight from the
books I inherited from my father, who spent an hour of a session
once explaining that our characters were helpless with (Tasha's
Hideous, Uncontrollable) laughter because of the sight of a
Rubber (marching) Band.
I was... (counting on my fingers) um... no more than 12
at the time. We had learned some hard lessons -- like that a
giant slug really IS a dangerous monster, especially when it
fills up a corridor ahead of you. The C'thuloid miniature that
greeted us at the power plant is still my favourite. I still
have the character sheets from that game. (Yeah, I'm either
sentimental or a pack rat. Eh, forget it. I'm both. But mostly
the latter. Don't get any ideas.)
So, 12 or so years later...what are we laughing at? What
other kinds of "Cure" scrolls there might be. (I liked
"Cure-Chew," and "Cure-pie Doll" myself. "Cure Bacon," The
Fool's contribution, got the quote XP.) Whether or not the troll
in the shower regenerated. ("The troll was wet. They're hard to
burn even at the best of times.") Vegepygmy salad. If having a
beard is just a subset of the hairiness a stout halfling can
aspire to... yeah, you could be shaking your head. "That's
dumb." Or you could be nodding, because that's exactly what you
do, too.
That latter definition I can't be concerned with...either
you have the right gaming group or you don't. (Personally, I
think we need some good venery for gamers... My e-magazine
occasionally does it for monsters, but would you call a bunch of
RIFTS gamers a "Nexus of RIFTS Gamers" or is that too confusing?
Would you call a bunch of Amber gamers an "incest" or a
"conspiracy" or a "cabal"? Erm. Distracted easily? Me? Oooh.
Shiny thing. Um, what was the question again?)
We're going to focus, then, on funny campaigns. Not
gamers. Not games. [I just deleted a paragraph about my woes in
advanced English classes and how unfair it was that my teacher
didn't agree that Lord of the Flies was a Werewolf adventure.
See? I can edit my own work. It was extremely relevant until I
found the word for which I was searching. Um. "Campaigns."
Don't ask. It's been a long, long year, already.]
Alright, I'm taking a step back already. A funny
campaign can be influenced by the gamers of your group. It can
be influenced by the game. It's going to be influenced by YOU.
We really can't ignore those variables, but since I can't account
for them, you're going to have to do some of the work yourself.
Let's use me as an example. I'll be the guinea pig here.
Just as long as you don't expect to troll me with a roll of duct
tape...erm. Just forget that sentence and move on...I am not the
hamster you're looking for...thanks. My Jedi Mind Control roll
failed. Maybe I'll just go use that ritual suicide chart
again...
What do you need to know about me? You've just gotten a
whole lot of trivia, but specifically, you need to know my gaming
style. For example, I don't really do science fiction
games...unless they're parodies. I don't really have a feel for
the modern style, either; I'm not really qualified. (Unless you
want to run a game about customer service for a comic book
company...nah -- that's a horror campaign.)
[I don't know what reminded me...well, actually, I do,
but if I mention it it'll be even more irrelevant than the
comment I'm making in the first place...but I found out last
Thursday that my little sister (the Model K.A.) knew the word
"Samurai." (We saw it on a movie poster she was reading aloud.)
I was astonished. I mean, she's not even seven. Apparently, she
picked it up watching us play Wizardry: Bane of the Cosmic Forge
a couple of months ago. Isn't that great? I'm just waiting to
play "mythological creature" Scrabble with her.]
When I choose the genre, then, for my humour campaign, I
probably want to stick to something I'm familiar with, and,
frankly, pretty good at...these are, hopefully, things the group
likes. (I'm just going to let you know, we're called "The
Minions." Sometimes "The Minions in Black," of course. "The
group" just sounds so...generic. So pay attention -- that may be
on the quiz.) As much as I like the idea of, say, Castle
Falkenstein, I don't feel creative enough for steampunk. So
that's out. We do a lot of Amber, but, well, let's use the AD&D
stuff I was talking about above...that'll put things into
perspective, and it's a pretty good bet that you (the reader)
know something about AD&D. Not perfect odds, but I'll take the
chance.
In reflection, as I write this article (low on blood
sugar and sleep, but that's as per usual) AD&D is going to be a
challenge. It's easy to make AD&D humourous -- there's plenty on
the web pointing to the laughs of it...I should know. (And yes,
I'll be doing updates to the humour page soon.) But let's try to
break some of it down.
One advantage to using AD&D is exactly that -- the wealth
of material. Twenty-plus years of banging at the rules, having
the adventures, and telling the stories gives AD&D a mythological
weight. The Minions have over a century of gaming experience
between us -- much of the early part of it AD&D. So keep this in
mind. This basically means that I don't need to spend any real
preparation on familiarizing the Minions with the system.
Familiarizing is a key technique, so we'll discuss it for
a bit. While the Minions will play just about anything, we don't
KNOW everything. My husband and I have a huge collection of
games...and we're basically familiar with them, but again, while
I have Blue Planet and I read through it and could keep up with
a basic discussion of it, I couldn't go into too much detail. I
have specific strengths in Nightlife, and Amber (two very
low-mechanic systems) and then Shadowrun, Earthdawn, and all
that White Wolf stuff. Oh, and I can do great characters in
HoL if that counts. (No. Not even with the "Buttery"
supplement. Do not be fooled.) Two people in our group are,
like, GURPS experts. Well, they're not like the GURPS savant we
had as a GM once -- the gentleman could tell you almost any
relevant page numbers. I basically put it down as, "We can build
characters without the book for a good round number of systems,"
so we're set.
We tried Earthdawn a while back. Since it's dead,
dead, dead (sorry, guys, but I have no illusions about some
mythical comeback) we've been able to just about complete our
collection on the cheap. (I have a "Bargain Hunting" flaw (two
points) when it comes to games because of that aforementioned
collection...) I had written it off at the time it was out
because, frankly, I wasn't interested in the genre, and, well, I
don't like elves. (Visions of old Talislanta ads dance in my
head...) The "Blood Wood" supplement, on the other hand...well,
let's just say I changed my mind.
I didn't change my mind because of just one supplement,
though. ("Shadow Knight" comes immediately to mind, and is
discarded. Bah.) I changed my mind because I asked my husband
(who had been perusing the Earthdawn stuff for a while) to
describe it to me. He called it a "post-apocalyptic fantasy."
Familiarizing goes both ways. How you describe the game
you're about to play is essential to setting the mood. When
you're trying new games, or when you want to play something fun,
you develop this technique. You say, "We're going to run a Katie
Karnage game." Everyone in the group knows Katie is a frolicsome
lass with a penchant for signing autographs and with her Karnage
Kar, Klaw up the landsKape. (And any pesKy troublemaKers, too.)
The expectations are laid out that fast. With AD&D, a lot of the
same stuff applies -- it means we need a mage, a fighter, a
cleric, and a thief, and everything else is gravy. I threw in a
few foibles (no clerics, and no racial restrictions to class)
but that's called "house rules," right?
I recommend that the first thing you tell your group is
that the game is intended to be funny. How you do this is going
to depend on what the best way to get this through is. The best
way to get me into Earthdawn was to call it "post-apocalyptic."
That was the key, the hook, the way to describe it to me.
I find players are a whole lot more likely to cooperate when
they're comfortable with the premise, and GMs more likely to be
disappointed when they try to surprise their players. [I may be
biased. I hate surprises. I have an anti-surprise aura that
actually gives me a +1 modifier on any d6 to ruin surprise.]
Which brings me to the next technique. Premise.
I got into a brief discussion on the forums (which could
have been quite heated, but my partner in the discussion was
well-behaved, and I managed to tone it down a bit, too) about the
hoity-toityness of the tactics taken to determine exactly what it
is we do when we game. There are a lot of camps on this topic --
some people insist it's "merely" entertainment (as if
"entertainment" was a luxury. Pshaw!) Some people say it's an
"art," all dramatic. For some it's a teaching technique, or an
educational expression. For some people, it's a dessert topping
AND a floor wax.
Why is it so difficult to come to a conclusion everyone
can agree on? Gaming is different to each person, between game,
group, genre, and GM, those are BIG variables... and there are a
whole lot more I'm not even mentioning! Some people go into
gaming for therapeutic reasons. (I'm one of them, in a way. If I
don't game, I have too many ideas and they spill.) Some people
insist gaming is a recreational activity, dangit!, and jes' fer
fun. That's what they're in it for...while others find it a
competition, a quest for the challenge of it, the chance to test
their minds... That has a whole lot to do with premise.
I wish I had a rule of thumb to give you on this one. A
premise can be exceedingly lame on paper and still work. A
premise can be brilliant, and come off looking pretty darn silly.
No adventure survives contact with the PCs...but I've run a
number of highly successful games based on nothing more but a
premise.
I DON'T RECOMMEND THIS.
I cannot underline that enough. You could use all sorts
of HTML tricks to mark it up, make it blink and turn it red and
have it take up the whole of the screen. Even if you have a
talent, a shining blessed golden talent to spin the yarn into a
tapestry without a plan... I cannot in good conscience promote
it.
[I am NOT a wargamer at heart. {grumblemuttergrumble} I
play DICELESS, darn it. I have thrown CAUTION TO THE WIND...I
have given up charts for number of siblings and whether or not I
can have a character make a critical fumble when walking across a
room... I have banished the demons of doubt with absolute power!
I have... I have... I have digressed again, haven't I? Oooh --
look! Air!]
Ahem. Premise. You've already had the opportunity to
introduce humour into your game. (Were you paying attention?
That was actually unsaid during the "familiarizing" discussion,
but I thought it was pretty obvious.) Funny introductions
(Peregrine's "Murphy's World," for example) are great ways to set
that mood.) This is where you start putting big heavy nails into
it.
Is your premise funny?
Well, to go back to my example AD&D game, I started it
off with a dungeon. Actually, I was going to roll on the random
generation charts (yes, I CAN hear the chorus of groans... My
hearing's so good, I can hear things Out Of Character...) but I
ended up drawing a little maze instead. I tried to look at it
from a designer perspective.
Cubicles.
They could have been jail cells, but...cubicles. AD&D
characters in the modern world is old hat, and still fun. It's
old hat because it's a comfortable hat that goes with a lot of
your outfits. We actually haven't done a lot of it with the
Minions, and it'll be fun seeing who "gets it" first.
There are laws of humour, though, that apply.
I have been Ordained in the Way of Humour (although I am
not the most experienced scholar...I'm always learning.) I know
some of the commandments that need to apply to your premise. (I
believe you can claim at least some initiation just by reading
this column. I caution you to use this power only for good...for
now.)
One: Use the familiar, Luke.
Cliches and in-jokes, and time-honoured gigglers. Yes,
you should always point out a gazebo. (We found one in
"Daggerfall" the other day. We hit it a few times, then moved
on... which is also an in-joke for us.) Comedians and jesters
can use "famous last words" or other great RPG lists for
punchlines.
Two: Stick with a technique.
What kind of humour is this? Toonesque? Satirical?
Parody? Does it culminate with a joke?
I once ran a Shadowrun game over a BBS with less than fifty
posts, all told. After a set-up, the characters (all
experienced, and warned-in-advance, with a "munchkin" bent) were
politely excused. "Ahem, when we said we were Dragon Hunting...we
were not...hunting...FOR...Dragons. We do apologize, of course,
for the mistake. Our invitations were... improperly extended, or
rather, if you must, had qualifications... You needn't mind -- we
will pay you handsomely for your time."
Admittedly, some types work well together. Hyperbole, I
mean, just goes with EVERYTHING. (I'm trying to get together a
movement to stop calling them "Monty Haul" campaigns, since that
isn't particularly relevant to the new generation, and call 'em
"hyperbolic" campaigns. Or not. Actually, the thought only now
occurred to me, but I'm sure we can set it up sometime so you can
register your vote.)
I recommend choosing only one to start because I haven't
taught you how to juggle. While juggling is really cool, and I
know you're cool (you're reading my column -- that'll give you a
lot of points in my book) I won't assume you know how to juggle.
GMing and juggling have a lot in common, but just because you can
speak in 13 different squeaky voices to mimic the stinkin' yellow
faeries, doesn't mean you can throw a ball, knife, or squeaky toy
in the air and catch it with any regularity. After all, I said
I'd use myself as an example.
In the case of the cubicles, then, I'm settling on parody. I
do a lot of "real life gaming" parody -- as some of you
chronicling my writings may recall. The name of the adventure
is the "Dripping Blade Corporation." That's one of the "known
Orc tribe" names (um, minus the "Corp." part) according to the
literature. (Really -- it's In The Book!) (Hey, is the Libram of
Ineffable Blessings also known as "The Good Book"? Nevermind.)
Now, I don't want my characters going up against orcs. I run
orcs all mean and nasty. (I know. "Big surprise there, eh?") I
know -- let's pick on something traditional. Kobolds. Kobolds
are also connected to several Minion in-jokes, so I have given
myself two places to focus my humour.
From premise, you go to character design. I didn't end up
worrying too much about this -- again, it's AD&D. We did end up
having a thematic note -- everyone ended up being short. Even
the token human was, well, let's just say the cow at the end of
the tunnel towered over them. [Being a short person myself,
there's nothing wrong with that. It just means making more
"climb walls" rolls than usual.]
If you asked me (and I know you didn't, but I'm preparing you
for it) what I thought created the most "mood" for a game, I'd
have to say character creation is it. That's something that
varies for people a lot. Setting, genre, obviously these things
apply, but character generation is what clinches it for me. I
won't understand the game to the same degree if I can't get
immersed in the world when creating the character. It's one of
the Good things about Amber -- having the competition of an
auction really can (if you're running that style of game)
underline the mood. Feng Shui, however, dropped the ball on that
one somewhere. I don't get involved in it -- I'm doing math, not
katas. (Which leads to a whole set of interesting thoughts on
its own, but that really is too far a digression.) "Pre-gen and
play" is the way to do it, and wham! The game begins.
Pitfalls. I'm going to get to them, really, I promise.
Apparently, I'm going to explain how I set games up so pitfalls
aren't so easily found. [It's like Minesweeper. Sure, you could
play in expert mode from the beginning...bang! Try again. Bang!
Try again. Bang! ...but I'd rather set you up in a custom game
so you can learn my way.] While I hope it's been entertaining, I
should really draw this to a close...that way I can start writing
next month's article...before it's due. First, though, I'm going
to..erm..digress.