Tuesday, September 6, 2016

Running Comedy Games (Part One)


One of my favorite RPG settings stands out from the rest for its willingness to set itself apart with a unique style and tone that is not found in the majority of tabletop RPGs. I'm talking about Paranoia, a satirical take on dystopian science fiction that lampoons everything from George Orwell to Star Trek. If you've never heard of it before, I highly recommend you look it up. It's a screwball romp filled with opportunities for players to double cross and blow themselves up as if they were in a Loony Tunes feature.

Running a game like this is a bit different than any other campaign. It requires you to adjust your way of thinking about the game. If you are a new DM, you might want to build up some experience before taking on this kind of endeavor. Let's delve a bit into the best techniques for running a game with the primary goal of laughter rather than action and thrills. 

Combat is Easy: Comedy is Hard.

Not everybody is a born comedian. And there is nothing wrong with that. But whether you are a rookie jokester or a seasoned humorist, it can be very difficult to come up with funny scenarios off the top of your head. 

This is why it is perhaps more important to put prep work into a humor game than any other kind. You might be able to improvise an action-packed encounter with a monster, but improvising a joke on the spot is something that entire drama courses are based around. Best not to leave things to chance. Have a lot of pre-written material ready and look for material that has been thought out and audience tested. Better to be over-prepared than to be caught unawares when it comes to funny business.

It's Not About Winning

The goal of a comedic game should be quite different than your average session. Rather than aiming for victory, the main objective is for the group to be amused. It's all about the journey rather than the destination. 

This means that a group who is about to play one of these games should be ready to accept failures and misadventures as an inevitability. They also need to be ready to laugh at their character's own missteps. After all, a bunch of competent and successful adventurers completing their mission swimmingly isn't exactly a recipe for laughs. The basic foundation of a comedy-focused RPG is a farce. That means absurdity and errors will abound. In any other kind of RPG, it would be mean-spirited to describe a player character tripping over their feet like a buffoon. In a comedy it is par for the course. The players need to be ready to embrace their own absurdity. In a comedy game, failed rolls can be more entertaining than successes, and the players should keep this in mind.

Let the Funny Flow

Above all, don't force the humor on your players. If they don't find something funny, don't let it discourage you as a game runner. A bit of insecurity can cause your energy to peter out, bringing things grinding to a halt. 

The best way to keep things going is to let the players drive the comedy themselves... through the actions of their characters, interactions with each other, and commentary on the unfolding hijinks. Let the humor flow from your players enjoying themselves and the game. Give them a chance to crack their own jokes and create situations that will lead to hilarity.

Relax!

One last tip: the best atmosphere for a game of comedy is one that is casual and relaxed. Don't use a complicated game system and don't let the players put a lot of focus on the rules. (For example, Rule One of the Paranoia RPG is that the players aren't allowed to know the actual rules.) Keep things light and fast-paced. There's little need to worry about messing up a game rule when you are deliberately goofing around.  The main goal is to allow your players a chance to unwind and share a laugh. So keep everything loose and your players should feel free enough to cut loose and unwind. This is why comedy games work best as one shots. It's a great way to release tension after a few sessions of more serious adventures. 


Happy ventures!

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