Stock #37-2701 c i t ontents n his i From the edItor . . . . . . . . . . . . . . . . . . . .3 ssue What Fools these mortals Be? . . . . . . . .4 by Phil Masters Whether a central need of a campaign or a welcome respite dyIng Is easy; Comedy Is hard . . . . . . . .10 from more-serious affairs, humor can liven up just about any by Matt Riggsby game. This issue of Pyramid is devoted to drollery, with tips, tools, and add-ons to get your funny’s worth. eIdetIC memory: When players devise characters for a humorous cam- the monster mash . . . . . . . . . . . . . .13 paign, one central question they must tackle is What Fools by David L. Pulver These Mortals Be? Phil Masters – author of the Discworld Roleplaying Game – looks at what’s useful to keep in mind anImatIng your lIFe . . . . . . . . . . . . . . . .20 to craft GURPS protagonists in a comedic game, including by Kelly Pedersen traits and design decisions that open up the most potential for yuks. terry touCan & the Puzzle Pals: No matter how humor is trying to come to the gaming the house oF table, it’s a truism that Dying Is Easy; Comedy Is Hard. Matt 10,000 soCk monkeys! . . . . . . . . . . .27 Riggsby – co-author of GURPS Low-Tech – discusses some by J. Edward Tremlett of the fundamentals of humorous gaming, including an and Christopher R. Rice exploration as to why comedy games have something surpris- ingly in common with cosmic-horror settings. random thought taBle: If you’re looking for new threats for crypt-crawling amongst your WeaPonry heroes to encounter, consider The Monster Mash. David L. are surPrIse and antICIPatIon . . . . . .35 Pulver – author of GURPS Banestorm: Abydos – provides three complete “rooms” suitable for dropping into any GURPS by Steven Marsh, Pyramid Editor Dungeon Fantasy campaign when the hack-and-slash antics aBout GURPS . . . . . . . . . . . . . . . . . . . .37 could use a bit more hilarity. Discover how faith, necromancy, and customer service can form the foundation of memorable encounters. It includes GURPS stats for a half-dozen dangers that can be used as is . . . even without humor. a c To include more fun to your campaign, consider Animating rticle olors Your Life. Add cartoon characters to your real-world-style Each article is color-coded to help you find your GURPS game, with a new template, powers, and insight into favorite sections. using your powers for maximum mayhem. Unleash your inner meddling kid and uncover the secrets Pale Blue: In This Issue of The House of 10,000 Sock Monkeys! This standalone one- Brown: In Every Issue shot adventure presents an enigma for teen investigators to Green: Columnist unravel – with GURPS stats for the titular threat. You also get tips for using this in other types of campaigns. Dark Blue: GURPS Features This issue also includes a Random Thought Table that Purple: Systemless Features presents more ideas for interjecting humor into your game, including ready-to-use ideas you can drop into your own cam- Cover and InterIor art paign. With this issue, your funny bone is sure to be tickled . . . Aaron Panagos and maybe even tackled! Hey, where I come from, an anvil to the head is a flesh wound. – Peter Porker, The Spectacular Spider-Ham, in Spider-Verse Team-Up #1 Editor-in-Chief z STEVE JACKSON Executive Editor z MIRANDA HORNER Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH Production Artist & Prepress Checker z Chief Creative Officer z SAM MITSCHKE Assistant GURPS Line Editor z NIKOLA VRTIS Chief Operating Officer z SUSAN BUENO JASON “PK” LEVINE Page Design z PHIL REED Marketing Director z RHEA FRIESEN GURPS Project Manager z STEVEN MARSH & JUSTIN DE WITT Director of Sales z ROSS JEPSON P m 2 m 2017 yramid agazine arch F rom the e ditor t B m at humor in our games. And this issue examines funny stuff he est edicine from a bunch of different angles. One of my earliest memories of GURPS is from the There’s something antithetical to humor to explain the description for the Pyromania disadvantage: “You like fires! joke, so I not going to explain too much about this issue here. You like setting fires, too.” (I was delighted when this word- Perhaps the biggest meta-fact I’ll note is that – if everyone ing was retained in the Fourth Edition.) This phrase became in the gaming group is happy – there’s not much of a wrong a standard call and response at our tabletop whenever some- way to do humor in a game. If quoting Monty Python or The one would do something flame-related. Player: “Okay; I get Princess Bride brings smiles to everyone’s faces, then go for it! ready to fling a fireball at this guy.” Me: “You like fires!” If it’s better when the humor stays in-game, great. Other Players: “You like setting fires, too!” There’s some- Yet there’s a certain magic that’s happened in our own thing we all found deeply amusing about those lines, and gaming when – instead of importing other humorists’ quips it helped cement GURPS for us as a setting that – though into the game – we’ve found our humorous efforts spilling steeped in realism – still contains a lot of humor. (Not unlike out into the real world. And it’s a magic I hope can be part the real world, actually . . .) of your game. With the recent releases of the supremely humorous Discworld Roleplaying Game and the (potentially) darkly W h , W n humorous GURPS Mars Attacks, the continued success of the rite ere rite oW GURPS Dungeon Fantasy line (which also has a not-entirely So was this issue a harbinger of ha-ha, or do we need to go serious streak), and our in-the-works standalone Dungeon back to the joke mines? Should we do another humor issue Fantasy Roleplaying Game, it’s a great time to be a fan of the someday, or is one enough? Let us know your thoughts via GURPS system. But it’s also a good opportunity to take a look email at [email protected], or join the fun online via forums.sjgames.com. Pyramid, GURPS, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Pyramid is copyright © 2017 by Steve Jackson Games Incorporated. All rights reserved. Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media. All such submissions become the property of Steve Jackson Games Incorporated and will not be returned. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated. P m 3 m 2017 yramid agazine arch W F hat ools t hese m B ? ortals e P m By hil asters While GURPS is a rule system that supports comedy of is the characters’ capability to affect the world. Action- various sorts as well as it supports other types of game, it is adventure characters will certainly have disadvantages less explicit about the mechanics of comedy than about those (after all, they need enough points to be really good at what of, say, sword-swinging action. As much as the GM needs to they do), but these will mostly serve to motivate them to get think about setting up comical situations, the players need into action (because, say, they have a Duty to fight for some- to consider their part in such campaigns. Their contribution, thing, or they need to protect their Dependents), or to con- as ever, very much begins with character creation – because strain them in action in interesting ways (as when Bloodlust if you haven’t got a suitable character, for the game style and or Overconfidence oblige them to be rash, or a Code of for your own style of play, it’ll be difficult for you to contrib- Honor forces them to fight fair). ute appropriately. By contrast, in a dramatic game, participants are primar- ily defined by their interactions with each other, and with all the other people they can talk to. While skills (notably social skills) can be important for this, a different set of advantages Inspiration for creating may be crucial in play – social features like Appearance, Cha- player characters in GURPS risma, and Status. Allies and Patrons, along with disadvan- tageous Dependents, represent a whole web of relationships, comedy games! not just people who have your back or who need protecting. “Constraining” disadvantages may have slightly more subtle effects than in action-adventure games; a Code of Honor may determine your whole pattern of social relationships, not just t -c - who you can or can’t hit, a Duty implies membership of a sub- ragical omical section of society and not just a requirement to take orders, h -P . . . and a Secret Identity will mean that you’re leading a double istorical astoral life, not just that you have to find somewhere to put a mask on To begin with, let’s distinguish comedy from other types when a fight starts. of genres – bearing in mind that the terms that follow are In a comedy game or story, while characters generally loose, overlapping categories, and that a campaign or even have freedom of action (the game would be boring if they a session of play may switch between one and another from didn’t), a big part of almost every story is what the world does time to time. to them. This doesn’t mean that they can’t be competent or Broadly speaking, we can talk about three categories. proactive; plenty of well-known comedy characters are both. Action-adventure games and stories are about people get- (For example, both Jeeves, in P.G. Wodehouse’s “Jeeves and ting things done, and usually exciting things at that. Hence, Wooster” stories, and Captain Carrot in Terry Pratchett’s action-adventure characters are often defined, in GURPS Discworld novels, are notable for being very competent.) But terms, by their skills, along with the attributes that under- the challenges they have to deal with aren’t just obstacles to pin those skills and a few advantages that do the same or be overcome; they represent the perversity of the universe, enhance them – things like Combat Reflexes, Gadgeteer, and determine the tone of the story. Equally, comedy charac- High Pain Threshold, or Talents. This isn’t a hard-and-fast ters will often be quite flawed as people, maybe being unlike- rule – for example, in a supers game, powers (defined in able or unreliable; even if they’re competent at what they do, game terms as advantages) may be the big thing that heroes they may well misapply that competence. This gives us comic and villains have to work with, while fantasy wizards may antiheroes such as most incarnations of the title character of be defined by their spell selection – but the important thing the TV series Blackadder. P m 4 m 2017 yramid agazine arch In other words, participants in comedy games are defined few disadvantages apart from positive things like Honesty or more often by their disadvantages. These don’t have to be a Code of Honor (which might be one reason for him to stick crippling or overwhelming – comedy characters who take around with the less sane protagonists). The perpetual victim too many large disadvantages can just look pathetic, or like type might be an NPC – perhaps an Ally – or might be a rela- annoying spotlight hogs, rather than being entertaining – but tively straightforward useful character, perhaps a big bruiser they should ideally all be interesting and potentially funny. or an expert in one useful but obscure field of science, whose In fact, an interesting selection of quirks, rather than full- player doesn’t mind being the butt of much of the humor if he strength disadvantages, may well be especially appropriate, can sometimes shine when the character’s special competence giving people lots of comic style without dominating the game comes into play. If one should get a player who is unselfishly at the expense of funny. willing and able to act as a functional “feed” for the other play- Even when they have useful advantages, these may incor- ers, at least some of the time, it can make for good comedy, porate interesting limitations with both comedic and dra- but that is a skill in itself. matic potential; for example, an Ally or Patron with the Unwilling limitation (p. B38 and p. B74) not only needs cautious management – they may provide a stream of The Computer is your friend. The Computer sarcastic commentary on the actions of the hated PC. wants you to be happy. Happiness is mandatory. Likewise, Magery with limitations such as Musical or Solitary (p. B67) is a little more colorful than the Failure to be happy is treason. unmodified version, and it provides the potential for – Paranoia comic scenes in which the mage has to work frantically to meet the special conditions. See GURPS Goblins for a Third Edition comedy set- ting which makes a point of giving everyone an assort- The Bumbler ment of disadvantages and deformity-based advantages Physical comedy and farce, and the comedy of easy laughs, before play even begins. are driven by the comedy of incompetence, which calls for incompetent characters. Bumblers are those who can be t h t e depended on to screw up, and very importantly, to do so in hey ave heir xits funny ways. An ensemble consisting entirely of such bum- t e . . . and heir ntrances blers may make for very cheap and easy laughs, which can be frustrating and annoying for audiences who find unre- Within the comedy category, there are a range of more or lenting stupidity annoying. However, really effective physical less standard or appropriate character types. In particular, farce definitely demands groups of seemingly incompetent a comedy campaign likely resembles an ensemble comedy, characters – but that group will then have to be carefully cho- which has its own specific habits and traditions, and can have reographed, which isn’t usually feasible in RPGs. (That said, a set of roles as structured as those in a dungeon-adventuring GURPS Goblins and the roleplaying game Paranoia in “clas- party or a superhero team. sic mode” show what can be done with an unrelenting focus on the comedy of incompetence in play.) The Straight Man Bumblers aren’t necessarily totally incompetent at every- Other characters bounce their comic insanity or stupidity thing – in a game with action-adventure elements, that would off of this person (who may of course be of any gender – the raise questions about why they are present and how they sur- term is just old comedy jargon). He can serve as a voice of rea- vive – but even when they’re good at some things, they tend to son to prevent comedy plots getting completely out of hand, overreach themselves, or succeed in weirdly fumbling ways. and he acts as a surrogate for the relatively rational audience. Extreme-case comedy-action heroes like Austin Powers or the The straight man may be dull-witted and stupid, serving as hero of the TV series Archer illustrate this idea. Other bum- a perpetual victim of comedy humiliation and violence, but blers, like Nijel the Destroyer in the Discworld novel Sourcery, can just as easily be smart and highly competent, especially if just try too hard, but occasionally manage successes through he is functioning as the setting’s lone voice of reason; Jeeves sheer determination. and Captain Carrot are both straight men. Being the voice of A variant of the bumbler is the geek, someone who typi- sanity can be a crucial if thankless task in games with both cally combines bumbling physical and social incompetence action-adventure and comedy elements. with high intelligence and academic or technical skill. Geeks In a classic stand-up comedy duo, the straight man usu- bumble through social situations and action scenes, but may ally acts as the “feed,” supplying a partner with lines to turn still make themselves useful, even in stories with a predomi- into jokes – not as obvious a skill as actually making the jokes, nant action-adventure element, through IQ and focus on spe- but important nonetheless. An ensemble consisting mostly cific topics. (In a more socially oriented dramatic story, the or entirely of straight men doesn’t sound very comedic at all, socially inept geek tends to act purely as comic relief.) Whole although a clever comedy might be shaped about how such a ensembles of geeks can play off each other in a specific sort of group endures and survives the motiveless chaos of a comic comedy, as typified by the TV series The Big Bang Theory. The universe, or perhaps how a set of amoral rival straight men Discworld character Twoflower is something of a bumbling plot against each other. geek, despite his lack of exceptional technical skills, as wealth In a game generally, a competent straight man should have and luck largely take the place of skill or cleverness with him, a good array of skills and other useful abilities, and relatively at least in the early novels. P m 5 m 2017 yramid agazine arch The Joker comic failures. (Meanwhile, all the other, more sympathetic characters are probably honorably monogamous or celibate Not all comedy characters are there to provide deliberate by nature, though they may engage in some harmless flirta- humor. In fact, if too many players are trying too hard to bring tions.) This type tends to be older, and may be a classic “dirty the funny, the humor may well be overstretched. Good com- old man.” In a few cases, a “romantic” character may actually edy is, very often, about ridiculous things happening to rea- be prepared to commit to a respectable long-term relation- sonable people. ship, but be too comically dedicated to finding one, or prone The joker, however, is the person who tests that prin- to misinterpreting casual flirtations from less obsessive char- ciple. This is a type which exists in real life as well as in acters too seriously. comedy, after all; the person who keeps trying, deliber- In more “sophisticated” stories, lecherous people may ately, to be funny. In comedy, though, the joker has the openly pursue casual flings, albeit with partners who under- useful role of guaranteeing a certain working minimum of stand the nature of the game. If the story has a moralistic tone, humor – assuming that he hits a minimum level of compe- these seductions often will be unsuccessful, leading to a lot tence. It’s possible for the joker to be shown as not really of comic misunderstandings, uncomfortable confrontations very good at deliberate humor; in that case, the humor lies in with jealous rivals, and so on. More amoral sex comedies may incompetence and the reactions of others who have to put up feature successful seducers, with the comedy lying in the ensu- with this nonsense. If the joker attempts practical jokes, the ing complications, the problems they have juggling multiple audience may enjoy the sight of him being foiled and humil- relationships, and perhaps in the jealous reactions of their iated by other people, who have more genuine wit but who friends and acquaintances. don’t try so hard. Players who try to make their characters In darker comedies, seducers may be unpleasantly uncar- jokers should be sure that they genuinely can be that sharp ing about the consequences of their actions and willing to lie themselves, or they may end up in this “incompetent joker” to get what they want. However, ruthless heartbreakers will role, despised by the other party members. usually be treated as villains rather than protagonists, and too In a classic vaudeville-style comedy ensemble such as the many broken hearts may make the laughs dry up. Marx Brothers, every character may serve as a joker, at least (Incidentally, “sophisticated sex comedies” don’t have to some of the time, providing both verbal and slapstick com- be modern, although Hollywood has perhaps shifted to a less edy. This is a high-intensity approach to comedy, requiring moralistic approach over the past few decades. Sex comedy considerable skill and energy; it would take an exceptional is probably as old as any other form of humor, and even in group of players to manage it in an RPG. Somewhat sim- the “respectable” 19th century, French playwrights produced ilarly, in classic Hollywood “screwball” comedies, comedy a string of brilliantly constructed farces which were all about musicals, and Shakespearean comedy, almost everyone may characters of both genders quite openly pursuing sex rather display a formidable line in quick-witted repartee and word- than romance.) play, enabling anyone to play the joker when the plot permits; this is a convention of the form, and doesn’t imply that the The Braggart participants are all really clever and quick-witted, any more than someone who gets an aria in an opera has to be thought Lastly, a lot of classic stage ensemble comedy features a of as a professional-grade singer (with their own orchestra) roaring braggart, such as the stock figure of the “Captain” within the setting. in the old-time Commedia dell’arte – a type resurrected in modern sitcoms such as The Office as the boastful, arrogant The Casanova colleague or neighbor. Indeed, the obvious attributes of the type are that boastfulness and arrogance. These may be This is a person whose defining feature is an interest in associated with gross overconfidence and practical incompe- sex – or “romance” in a more family friendly story. In fact, just tence, or with a smarter self-awareness which leads the brag- what this character is after, how considerate he is of poten- gart to disappear somehow whenever their boasts might be tial partners’ feelings, and how successful he is in the pursuit, tested – or, most annoyingly of all, with actual competence, are generally strongly determined by the mood and tone of forcing others to put up with the braggart because he can the story and setting. A cast consisting mostly or entirely of deliver. The TV series House, while not presented as comedy, Casanovas makes the story a full-on sex comedy. actually extracted a lot of humor from the fact that every- In some older stories, such a character may be given to fla- one had to endure the lead character, because he was just as grant leering, and apparently wants to be an amoral seducer, competent as he thought he was. but doesn’t seem to have a clue how, leading to a string of Most universities would find the sight of a group of students playing Frisbee – in mid-air – at least slightly unusual. Practicing witches, budding telepaths, illegal aliens from Betelgeuse V and novice supers are all welcome at Illuminati University, as long as they (or their parents) have good credit ratings. The University is truly an equal- opportunity institution. – GURPS IOU P m 6 m 2017 yramid agazine arch Many game groups will prefer to treat this sort of char- Igors exemplify this.) Similar comments apply to physical acter as an NPC, to be periodically endured and hopefully problems such as Paraplegic, in fact; a wheelchair-bound fig- humiliated. However, in modest doses, loud-mouthed over- ure who becomes a comedy hero by wit or determination, confidence may be an amusing PC feature – provided that outclassing the able-bodied bumblers around him, is awe- the party’s internal dynamics allow others to get a word in some, not abusive. edgewise. Unfortunately, humiliating a PC braggart, how- Relatively transient, non-disable disadvantages may be ever much he may seem to deserve it, is likely to disrupt party funny despite any issues of taste; Bad Back is one favorite, and unity and possibly cause player-level resentment – and even along with Hard of Hearing, may be the mark of the comedic comedy games need a degree of party and player coopera- “cranky old gaffer.” Equally, Ham-Fisted and Klutz are staples tion. Hence, braggart PCs are best played as subtle, unless of farce, and can be presented more as psychological failings the party features several such characters who can play off than as neurological conditions, while Stuttering is usually each other, while somehow avoiding overshadowing less seen as an acceptable basis for comedy. boastful party members. Mental Disadvantages There is a whole list of behavioral fail- ings which are practically synonymous with comedy. Absent-Mindedness, Clueless, To be sure, humour is an essential part of a grossly misplaced and overly formal Code the Discworld, and some of this humour can be of Honor, Delusions, Gluttony, Gullibility, Impulsiveness, Megalomania, Miserliness, a bit silly. But the things that happen in No Sense of Humor, Oblivious, Overconfi- Discworld stories – wizardly plots, palace dence, Paranoia, Short Attention Span, and Truthfulness are all intrinsically at least intrigue, battles and sieges and wars – are somewhat comic, with varying amounts of the same things that happen in terribly darkness and danger mixed in. Alcoholism (and some similar forms of Addiction) can serious fantasy yarns, just warped by also fit in this category – drunk scenes are a venerable comedy tradition – but some play- the sheer cussedness of the environment. ers may be touchy on the subject, as real-life – Discworld Roleplaying Game alcoholics tend to be more self-destructive than funny. Still, there’s a reason why the Discworld Roleplaying Game borrowed the detailed drunkenness rules from the full version of GURPS. Cowardice can be too limiting in some games, and the prem- t , o a hese ur ctors ise for whole campaigns’ worth of comedy in others – see Putting all this together – which disadvantages and other characters such as the Discworld’s Rincewind. A few disad- vantages, such as Sleepwalker, can serve simply to set up occa- character features should players look at particularly? sional comedy situations. Conversely, some mental limitations are too serious to be Physical Disadvantages used as a basis for recurring jokes, except in darker, violent Making a joke of physical disabilities is generally con- games, or gory parodies of adventure stories such as Monty sidered very poor taste these days, but a modest degree of Python and the Holy Grail. Berserk and Bloodlust make the physical incompetence – if only in the sense of low physi- character at least a potential killer (as do certain types of Code cal attributes – can drive comedy without appalling anyone of Honor), while Bully and Sadism are just nasty, though a too much. Someone with a fairly minor physical disadvan- Bully character might be a satisfactory target for regular tage may be funny less for the disadvantage itself than for a humiliation. Bad Temper looks similar, but in a social comedy refusal to acknowledge it. For example, Bad Sight is a prob- where the character is more likely to insult other people than lem that could afflict almost anyone, and isn’t terribly funny take a sword to them when his temper goes off, it can be used in itself – but a person who refuses to wear glasses out of as the foundation for a bumbler’s personality. vanity, despite the fact that they are easily available, is a clas- Trickster is the defining mark of a compulsive and possibly sic comedy idiot, and laughing at his failures is laughing at self-destructive joker. Most Casanovas obviously have Lecher- vanity, not disability. ousness – but a few may replace that with Obsession (Find a Similarly, laughing at below-average Appearance (and long-term romantic partner). A variant that sometimes shows related problems such as Bad Smell) is likely to look a lot up in social comedy combines a simple “Romantic” quirk with like nasty bullying – but if it’s made clear that the problem is unremarkable IQ and Will and either strikingly high Appear- more one of poor grooming and hygiene than bad luck, that ance or significant Wealth – making the person the natural makes it clearly the character’s own fault. Also, an ugly char- target of lechers or fortune-hunters. This can still lead to a acter who is well adjusted to the situation and carries things long history of complicated romantic entanglements – see off with style, perhaps outclassing prettier but less compe- P.G. Wodehouse’s stories for examples – making the character tent colleagues, is a comedy hero. (The Discworld’s clan of look like a lecher at first glance. P m 7 m 2017 yramid agazine arch Social Features well as they do other characters. Rank serves the same pur- pose in games set in structured organizations such as the Comedy plots are usually heavily entangled with social military; many “army comedies” feature quick-witted enlisted situations, and the comedy of social embarrassment and men and NCOs running rings round oblivious officers. Also, messed-up relationships is a common form. Friends and foes Social Stigma can fit downtrodden minorities who gain come- can be as important in comedy as in dramatic games – espe- dic satisfaction from going one up on their social “betters.” cially the disadvantageous kind. Dependents can be the less Mistaken Identity (which is functionally a social disadvan- competent, even idiotic, comedy figures who players under- tage, although it’s technically a physical attribute) is a clas- standably don’t want to portray. A dumb-but-strong straight- sic comedy “bit,” and can be hard not to play for laughs even man character might make a useful Ally. The more limited in serious games. Pitiable is a good feature for the victim- types of Enemies, “Watchers” and “Rivals,” really come into in-need-of-help who appears in some adventure-comedies. their own in comedy stories, constraining and making trouble Lastly, Mundane Background is a good starting disadvantage for protagonists and dishing out or suffering comedy humil- for a comedy-with-weirdness game, but the player may want iations, without triggering too many deadly serious combats. to buy it off before it gets boring or grossly unsustainable. Wealth and Status can play various roles in a comedy game. High Wealth can be the key feature of a rich bumbler (espe- “Luck” Features cially as spending points on that and the associated Status may leave the person less competent than poorer colleagues), It’s worth noting that luck-related advantages and disad- while poverty and low Status can motivate comedy heroes as vantages can be quite important in comedy games. Notably, Unluckiness and Weirdness Magnet can drive comedy plots, as people are forced into comic situations which they’d prefer to avoid. Serendipity can help things work out okay for the PCs without having to sweat serious dra- matic logic too much. Along the way, various other sorts of good luck can serve to extract the protag- onists from trouble, and even allow them to win despite their comedy mistakes and suboptimal, disadvantage-driven behavior. Daredevil gives characters a (slightly) better chance of surviving their own folly. An Extra Life might provide a get-out in a game where the comedy suddenly leads to disaster (just come up with a suitably funny explanation for the person’s survival), while Gizmos can represent the comedy character with seemingly weirdly infinite pockets. And of course, Luck can help a comically semi-competent individual pull through in really crucial circumstances. Just remember – the point of the exercise is to survive to be funny. Or at least, to leave an entertaining corpse. a a Bout the uthor Phil Masters is a long-time British roleplaying game writer with a longer list of GURPS and Pyramids credits than he can always remember; notably, he’s the author of the Discworld Roleplaying Game, the second edition of which was recently published by Steve Jackson Games. He’s also the Transhuman Space Line Editor, and has written for a number of other companies, as well as self-publishing a comedy RPG of his own, The Small Folk, which is available through Warehouse 23. P m 8 m 2017 yramid agazine arch P m 9 m 2017 yramid agazine arch d i e ; ying s asy c i h omedy s ard m r By att iggsBy Superficially, it would appear that comedy would be a For example, priests, rabbis, and ministers apply religious natural match with roleplaying games. After all, games are a principles to ordering drinks at a bar. People fall down in an fun social activity, where jokes often flow freely. For many amusing fashion rather than staying on their feet. Words are gamers, it’s not really game night until there have been at least used incongruously in puns. The inadequacies in that the- half a dozen Monty Python quotes. However, it’s often easier ory concern how and why some things which violate norms to make jokes with the other people around the gaming table are funny but others aren’t. Many incongruous ideas may be than it is inside the game. Doing it on purpose and without tedious, nonsensical, or offensive instead of funny. A pie in the disrupting the flow of the adventure, or, indeed, while making face, for example, may be classic comedy in one context, but it organically a part of the adventure can be harder still. lead to assault charges in real life. Oddly enough, the genre comic games have most in com- Freud regarded humor as coming largely from relieving mon with is probably horror games. Comedy demands a spe- emotional tensions. A joke highlights tensions and, in its reso- cific mood and requires that the GM and players be dedicated lution, dissipates them. Sexual tensions were foremost on his to achieving and preserving it. Just as horror games demand mind, of course, but he considered any tension as fair game: that a mood of fear and menace be maintained without tip- worries about money, death, and so on. As a Jew in a society ping over into complete despair and helplessness for the par- where anti-Semitism was a respectable position, his religious ticipants, a comedy game has to maintain a steady flow of status was a matter of some concern, so Freud was a sur- comic situations without devolving into chaos and nonsense. prisingly prodigious collector of Jewish jokes. But again, the This article tries to address some of the challenges in running theory was incomplete. Wordplay and humor on seemingly a comic roleplaying game, with attention to fundamental uncontentious subjects remained unexplained. issues like why things are funny as well as consideration of Another useful insight to come from Freud is that humor how comic devices do and don’t work in a gaming situation. is dependent on surprise. The resolution of a joke must be not just a violation of norms or juxtaposition of images; it must, W i F ? in the moment, be an unexpected or unfamiliar one. This, he hat s unny argued, is why a joke is funniest the first time it is heard, but Part of the problem with planning to be funny is that humor becomes less so on repetition. is still poorly understood. Discussions of what makes some There are some limited exception to the value of surprise. things funny and other things not go back to the Greeks, but, Studies have indicated that audiences find jokes with punch ironically, it’s a topic which is rarely taken seriously. Many lines they can predict before hearing them a bit funnier ideas have at least partly explained comedy, but few can be than those they can’t. However, this appears to be a prod- regarded as all-encompassing. uct of being able to figure out the humorous twist in a novel One of the earliest theories of humor comes from Plato, joke before actually hearing it, not hearing an old joke again. who considered why people are amused by the misfortune of Running gags, the repetition of humorous tag lines, might others. Observing the antics and failures of the unwise allows appear to violate the need for surprise. After all, if you’ve the observer to take pleasure from feelings of superiority. heard the punch line before, it can hardly be surprising This implied that laughter was a bad thing, since it derived to hear it again. However, what makes running gags funny from arrogance and the hatred of others. This was an idea is having the same punch line recycled in different contexts. which was widely accepted by a lot of Roman and Christian For example, in The Muppet Movie, there are several repe- philosophers until the Enlightenment, who weren’t all that titions of recommending Hare Krishna to someone who is crazy about laughing at things either. However, it began to lost. The first time is in response to someone calling for help fade away when a new wave of philosophers began to point to because he’s physically lost in a swamp (rather than spiri- many instances of superiority that didn’t make people laugh tually unguided), the second in response to an observation and instances of superiority and remarkable skill which did. that a performer in a dive bar has lost the thread of his act, One theory meant to replace the old idea of superiority and third is a sign incongruously outside a church. Each use was the idea of incongruity. Humor, the idea goes, is rooted in makes it a new joke, with much of the humor coming from thwarting expectations, violating moral categories and social how it’s different from previous instances despite having the norms, or introducing sudden shifts in frames of reference. same conclusion. P m 10 m 2017 yramid agazine arch