The Right Quip at The Right Time: Humour in RPGs
An Elf, a Dwarf, and a Goblin go into a bar… Oh, you’ve heard that one? Good, then you can tell it to me sometime!
Humour is really hard to do WELL in an RPG, some types of humour moreso than others. Silly jokes, like Orcs in tutus, are easy, but are more likely to bring a moan and grimace of pain than a genuine belly laugh.
There’s an art to genuine humour: it’s a little like a seduction, with the humourmeister leading his audiance one step at a time towards the punchline that will reduce them to hysterics. One misstep along the way and the whole thing can explode in your face, and the punchline falls flatter than a soufle.
Like an RPG, humour has its own internal consistancy, zigzagging its way through plot and dialogue as it homes in on the denouement. It can sometimes help to think of it as a game within a game.
So, for this month’s Blog Carnival, I thought I would look at some of the different types of comedy and how they can work – or not – in an RPG. (Definitions and categories taken from Buzzle.com).
Anecdotes
Anecdotes have a limited value in RPGs by virtue of their nature as an ‘amusing story’. Either they are told to the characters, or the characters are participating in an anecdote. The first is not very interactive, and the second means that the GM is relying on the characters to react in a specific way to the circumstances – which usually places the humour at such a far remove from the characters that it might as well not be there.
The best use of an anecdote is to use them to convey NPC personalities to the characters in a way that’s a little more entertaining and memorable than a dry recitation of qualities (or their absence).
Banter
If the banter is between an NPC and a PC, this relies on the player being in the right frame of mind for it to occur spontaniously. The best ways of using banter are PC-to-PC and NPC-to-NPC. The first requires collaboration and collusion between the players, but it can work brilliantly and is solid roleplay.
The second only works if there’s a second GM to take the second part; the advantage is that it can be polished and rehearsed in advance to both sound more natural, and to convey both overt information and personality information to the players. Be careful not to overdo it, though – RPG is an audiance-participation activity! Consider, for example, the extract below from the most recent Adventurer’s Club session:
Mike: “Yes, absolutely, Lionel. Horses would be faster, but at some point would have to be abandoned – hopefully, they would still be there when they came back down, but who knows?”
Blair: “I agree, Malcolm. So, anyway, you have to leave your boat –”
Mike: “It’s a ship, Lionel, It goes out to sea. I’m told Sea Captains are fussy about that.”
Black Humour AKA Gallows Humour
Black humour juxtaposes distressing subjects like death with humour to make them more tolerable. As such, it has a definite place in RPGs. Good players will use it to reflect their character’s response to grim situations, and good GMs will have NPCs use it to lighten grim moments. Don’t expect too many lasting laughs from anyone, though.
Blue Humour
Blue humour is based on body parts, bodily functions, and sexual acts, and there is a razor-thin line between funny and vulgar – a line that’s drawn in a different place for each person. Blue humour in an RPG similarly walks a tightrope, between entertainment and offensive. While it might suit some groups of players and some GMs, the majority of campaigns should steer well clear of such dangerous waters. A good guide is whether or not the players use blue humour when not in character.
Blunders
I’m not a fan of Mr Bean and the style of comedy he represents, but my players are, and it is an exceptionally easy style to incorporate into an RPG from time to time. The most recent use of this style in one of my campaigns took the form of a British character, “Lionheart”, in my Zenith-3 superhero campaign. “Lionheart” had significant powers, but was hopelessly incompetant at using them for anything more than a spectacular show. The character was well aware of his limitations, but believed that any admission of them would damage the public confidence and do more harm than good; instead, he let the PCs do all the ‘heavy lifting’ in the encounter while he manouvered the enemy forces into exposed positions, and took all the credit. Between alternate rolling of the eyes, gales of uncontrollable laughter, combat, and roleplaying, a good time was had by all. Except the villains, of course!
Burlesque & Caricature
This is a handy tool for GMs to have in the armoury, and one that most GMs utilise whether they realise it or not. Essentially, it consists of exaggerating a style of language or behaviour way beyond cliche, to the point of lampooning it; think “Inspector Clusou” from the Pink Panther movies, or just about anyone from “Allo! Allo!”.
This fingerpainting of personalities suggests superficiality to the players, often leading them to underestimate the NPCs – a trick that, even when they get wise to it, can trap experienced players. To meake it work, though, the GM needs to throw himself into the role, heart and soul; play it to the hilt. Cross your eyes, wave your hands, do whatever you have to, but ensure that you go beyond what you would normally do even when playing a flamboyant personality.
And, in the meantime, it’s entertaining to both players and GM.
Farce
A farce starts slow and gradually gets sillier and sillier. This can work in a one-off campaign, but tends to be disruptive to long-term campaigns. However, there can be occasions when the GM can bring about the opportunity to engage in a farce even in a more lasting campaign, such as a character who is temporarily tainted or cursed with abysmal luck, when anything that can go wrong, will. When this is not due to any fault of the character affected, it can be tempting to sublimate the potential harm that could be inflicted on the character into a ‘preposterous disaster’; when this happens, you will usually have the support of the other characters, who will percieve that you are ‘pulling your punches’ to make events humerous and not disastrous.
Irony
Irony is a more intellectual type of humour in which an achievement or outcome is inverted in consequence, ie the process of succeeding in the immediate task subverting or undermining the overall objective. Irony is an essential element of any RPG when the time is right.
Melodrama
Melodrama is all about exaggeration and artificially-heightened drama. When pushed to extremes, it can be humerous and entertaining to watch, but I’m not convinced that it’s as much fun to experience from the player’s perspective, so while it is possible for high melodrama to play a role in selected scenarios, lesser doses – below the comedy threshold – are better suited to RPGs.
Parody
A work designed to mock, poke fun at, or comment on, some other original work. Individual scenarios and entire campaigns can be set up as parodies or homages. These generally function by taking one or more distinguishing elements of the source material and placing it into a new context. When the context is inappropriate to that source material, or incongruous in some respect, or depicts some of the more absurd aspects of the source material through that juxtapositioning, the result is a parody; for example taking the gang subculture of a modern urban environment and setting it in a nursery or preschool.
Practical Comedy
Practical Jokes and Pranks are stunts or tricks designed to make someone feel foolish or victimised for the amusement of a third party or to humiliate the target. Careful application of practical jokes with one or more PCs as targets can elevate the player’s level of motivation to engage in a scenario in which they were only mildly interested while taking advantage of the inherant distance between player and character to minimise the extent to which the player takes it personally. Beyond this application, practical comedy has a limited applicability to RPGs.
Repertee
Witty comebacks, clever replies and droll retorts can all be entertaining and reflective of a particular personality – Spider-man has used this technique since the character first appeared back in the 1960s. But as the basis of scenarios or campaigns, there is no real value in this style of comedy.
Satire
This branch of comedy makes use of witty language and situations to convey insults or scorn; human vices, follies, abuses, and shortcomings are reprimanded using ridicule, burlesque, derision, or irony. Typically, the subject of satire is too narrow to be the basis of an entire campaign, but individual scenes or scenarios can be satirical.
Sitcom
Comedy in which the humour derives from reactions to ordinary situations. Sitcoms don’t generally work well as foundations for whole campaigns; either the characters, the game setting, or both, generally have to be extraordinary in some respect. However, a sitcom scenario in the context of an existing campaign can be an amusing change-of-pace, or ordinary lives in an extraordinary setting can make the basis of a sitcom campaign if it has a humerous bent.
Stand-up Comedy
Since this comedy is all about someone standing up in front of an audiance and telling anecdotes and jokes, it is not especially conducive to interactive game-play. It can be used for an interesting alternative to a monologue every now and then, but that’s about it.
Slapstick
Comedy with chases, collisions, practical jokes, where people just do silly things (or do ordinary things with silly results). Slapstick runs the gamut from Charlie Chaplin to the Three Stooges to Bugs Bunny. It can be hard to sustain and keep different and fresh, so it’s probably not suitable for a campaign, but it can be a recurring element or even the foundation of a single scenario.
Conclusions
Comedy is hard. So many types of it are unsuited to form the foundations of a campaign. But individual scenarios, recurring comedic themes, and specific encounters can all be used for comedic purposes, and if you’re careful to draw on the full gamut of comedy, an entire campaign can be built as a comedy.
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April 27th, 2009 at 6:04 am
Seeing as I’m a long time improv player, and practically all of my players over the years have also been improv players, I suppose I’ve been blessed with groups that unievrsally have a knack for comedy.
The flipside of that is that if sessions are always entertaining, they can get out of hand and “off-topic”. Even when keeping their heads in the game, it can be difficult to achieve tones OTHER than comedy.
Also, a corrolary of Melodrama occurs whenever genre reality is heightened. Last summer, we played a successful GURPS Black Ops campaign. Modeling ourselves after big budget action movies and Hong Kong cinema, the “badassery” was so heightened that it became humorous unto itself.
April 27th, 2009 at 6:25 am
Wow. I was expecting a short “try to lighten the mood of your game by telling the occasional joke” article, but this is fantastic.
I think that too many of my players forget that the purpose of play an RPG (or any game for that matter) is to have fun. I think we can all work on being less serious during play and trying to add the humour element. After all, the most memorable sessions generally involve a lot of laughter (usually at someone else’s expense).
April 27th, 2009 at 10:52 am
@Siskoid: I’ve noticed the same phenomena, myself – both sides of the coin! My experience is that the more you make up on the spot as a GM, the wilder and less constrained things get – not necessarily more comedic, but more of whatever the tone was. This can be great for a single session or scenario, but can easily get out of hand on a more regular basis, and I have even seen it kill campaigns. But it’s fun in the meantime!
@Ameron: Thanks. Here at Campaign Mastery, our goals are to encourage fun in games (for both GM and players) and to offer value-for-money in everything we do; in the case of the blog, it’s free, but the readers’ time is valuable. So it’s great to hear that we’re succeeding in achieving our ambitions. I got the impression very early on that the sort of short item you describe was what was most likely to be delivered by most participants in this month’s blog carnival; that’s why I deliberately took a broader perspective. It looks like it was the right choice.
April 28th, 2009 at 1:24 am
I’m a big improv man myself (albeit I try for the role-playing version Spider Robinsons “planned Improv”…) and humour is a big part of my various gaming groups.
One MJ technique I sometimes use is the “What if…” (“If he fumbles this he probably gonna leave a crater in the ground…”, “If this guts the villain, this is when he’d say “Guards, kill them all!” ” and so forth) as it simultaneously adds a touch of humour to relieve stress, stops the other players staring anxiously at the player making the dice roll and allows me too subtly heighten the perceived risk and thus augment the players feeling of triumph when (if!) they succeed… downsides : it depends on juxtaposing a surprise alternative vision of possibilities, which may shock some players too much (e.g. knock them “out of character”)
N.B. With so much humour floating around a table of veteran gamers, we generally don’t even *try* entirely-suspense-based scenarios à la Call of Chthulhu… and I have a sign posted on the wall. A big (A4) roadsign (red circle with red diagonal bar) forbidding “Games nostalgia anecdotes, MMORPG talk, Politics” in game. It cuts down on distractions, and nudging someone and discretly pointing to the sign is a whole lot more diplomatic than saying “For God’s sake shut up, you’re wasting our precious gaming time.”
When I’m a player and feeling inspired (often), I sketch pages and pages of one-panel “Bêtisier” (for the Non-French speaking : “Dumb things we did”-ery) of visual jokes, “What If” riffs, immortalisations, and prolongations of touches of humour by the various players. About 8 panels per page. After each one I pass it around the table for the laughs (the other players kindly forgive my amateur-level sketchs). It chews up a bit of game time, but Oh My the laughs! I make a gift of them to the GM (who gets “imortalised” too, often…) and ironically they often serve as a backup Campaign Journal! If you’re a semi-decent sketcher, this might be fun for you, too. If you’re the GM and you have enough time to sketch this kind of thing, something is wrong with your game-session (i.e. players arguing amongst themselves without end)!
Note : be careful about using humour, sometimes out-of-game activities can leave players sensitives to jokes on certain subject (i.e. if one of your players has just discovered she’s pregnant, or a familly member just died….) and this can cause bad feeling. Happened to me once : so do what I did, and apologise sincerely for accidentally flicking that person on the raw.
After all, the goal is “All for fun and fun for all!”
April 28th, 2009 at 6:26 am
Excellent points and suggestions, Loz, especially the cautionary tale at the end. Do you ever put your one-panel jokes online? Or do they require too much contextual explanation?
April 28th, 2009 at 6:48 am
Loz, terrific ideas. Ça m’allume. I especially like the idea of having a “wall of laughs” in the gaming area. For a while, I did have an emailing list that immortalized the best moments, especially since we were holding our own private Gaming Awards once a year (best moments, characters, games, etc.) and needed the mnemonic help.
However, your system is a lot more immediate. I like it.
April 28th, 2009 at 8:01 am
Two quick points.
One: my apologies for the typos in my post : I thoughtlessly clicked on “add comment” before giving it my usual once-over. Lesson learned.
Two: an explanation of the phrase “MJ technique”. I game most often in French (I live in France), and in France a Games Master (GM) is called the “Maître du Jeu” (MJ). It requires a conscious effort for me to scrub out “MJ” when a type it, and replace it with the english equivalent of “GM”. Obviously this too slipped by in the absence of the once-over. Sorry.
Mike : I haven’t posted my “Bêtisiers” online since I don’t have most of them (they are in the GM’s hands!), and in French. Also, yes, context plays a big part in many of them. Some, though, are timeless comments on role-players in general à la Knights of The Dinner Table about which I feel I am justifiably proud.
One MJ / GM did scan the ones a gave him and e-mailed copies to all of his players. All 31Mo of them… It’s nice to be appreciated!
Additional thought : Verbal “Bêtisier” or top-notch humour one-liners are noted during game-time, read back at the end for more chuckles and fond-memory making. Also I type them up and keep them for later. Any player who has a spare few minutes during game evenings can peruse them to keep himself occupied.(I’m straining to prevent myself from quoting my all-time favorites… :) )
April 28th, 2009 at 8:08 am
So that’s an MJ! I mean, I’m a francophone too (an Acadian from Atlantic Canada), but we usually use the English words for game terms, all our books are in English, etc.
April 28th, 2009 at 8:44 am
It’s never a wasted day when you learn something new. I had no idea that the terms “DM” and “GM” weren’t universal. Thanks for the explanation, Loz. KODT is one of my favorite reads, in fact it’s the only comic that I read regularly these days – they priced themselves out of my level of interest back in the early 90s, some 15 years ago. So our world grows a little bit larger!
As for quoting of your all-time favorites, why not write them up for Johnn as a feature article for roleplaying tips? I’m sure others could use them as a source of inspiration… or just an entertaining read!
April 28th, 2009 at 10:09 am
Excellent, but you did leave out puns – one of the main forms for our game group – both impromtu ones in the course of the game, and often involving mounts, familiars, and similar peripherial characters. Example of the latter are a camel named Sopwith and a cheeta Rivera.
May 15th, 2009 at 7:40 am
[…] the right quip at the right time is pretty important for comedy, and Campaign Mastery talks about how different forms of comedy can […]
October 18th, 2010 at 10:13 pm
[…] Mike Bourke, from the blog Campaign Mastery, writes, “Humor is really hard to do WELL in an […]
November 10th, 2017 at 1:06 am
I have just published a sequel to this article, check out the link below.
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