The Forge Reference Project

 

Topic: Comedy Games- Are Lite rules the way to go?
Started by: Ryan Wynne
Started on: 5/7/2004
Board: Indie Game Design


On 5/7/2004 at 3:52pm, Ryan Wynne wrote:
Comedy Games- Are Lite rules the way to go?

I am creating a comedy game called Hillbilles deluxe and I am thinking that rules lite is the way to go. It would involve D6 + Stat + skill vs a DL (Difficulty Level) or the above formula vs another player (or NPCs) Forumla for person to person conflict.

Since this is a comedy game and I dont think it needs to be rules heavy I am curious to find out what people think of this.

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On 5/7/2004 at 3:58pm, quozl wrote:
RE: Comedy Games- Are Lite rules the way to go?

I think it depends on what you want the game mechanics to do. For a comedy game, I can think of two possiblities at the moment:

One, the results get the characters into comedic situations.
Two, the results are comedic themselves.

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On 5/7/2004 at 4:10pm, Ryan Wynne wrote:
RE: Comedy Games- Are Lite rules the way to go?

quozl wrote: I think it depends on what you want the game mechanics to do. For a comedy game, I can think of two possiblities at the moment:

One, the results get the characters into comedic situations.
Two, the results are comedic themselves.


Well the mechanics given were for performing anything from shooting a gun to driving a truck. I dont really see the game mechanics needing to weigh down the game and I think the mechanics I pointed out could do the job.

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On 5/7/2004 at 4:12pm, hanschristianandersen wrote:
RE: Comedy Games- Are Lite rules the way to go?

Ryan,

I can sympathize with not wanting to drown the spirit of a game in rules. D6+skill vs D6+skill is certainly simple and fast; I chose it for my first draft of Musketeers! for the same reason. Musketeers! is supposed to be fast, toungue-in-cheek, and more than a little absurd.

In actual playtest, though, D6+ vs. D6+ proves to be pretty darn boring by itself. There's a very limited range of possibilities, and only two different outcomes - "I Win" and "I Lose". This isn't to say that there wasn't plenty of successful comedy in my playtests; rather, my point is that the die rolls themselves added nothing to the experience. On the bright side, Search and Handling time was almost nil, which meant that the die rolls didn't actively *hurt* the comedic aspects either. But if it was neither helpful nor harmful, it might as well be replaced with coin-flipping or rock-paper-scissors.

So, can you think of a simple, fast-playing way of determining success/failure that is itself a source of comedy? Perhaps keep D6+ vs. D6+, but have a "6" mean "And whether or not my total is higher, I get to say or do something that screws you"?

Just a thought.

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On 5/7/2004 at 5:08pm, ethan_greer wrote:
RE: Comedy Games- Are Lite rules the way to go?

There's absolutely nothing funny about your mechanic, and it doesn't support funny stuff happening in play in any way.

However, I'm going to operate on the assumption that your game attempts to generate its humor through use of Color, Situation, Setting, and Character, leaving System simply as a tool to settle the question of who succeeds or fails. This is fine provided that the players of the game are "on board" with the subject matter and find it humorous, and have the creativity and desire to play to the subject matter. This can be accomplished through the use of amusing and clever game text that excites the reader with the possiblities of being funny in the sort of game your text describes.

So. Assuming your game text does this, there's no particular need for the system's mechanics to be funny in and of themselves. But giving your mechanics the ability to generate humor will cause your game to stand out in the field of humor games dominated by the approach you describe in your first post.

Word on the street is that Ron Edwards's Elfs has humor-generating mechanics that work well, but I can't speak to that since I don't own it and have never played it. Might be worth looking into for inspiration.

All that is well and good, but does little to address your actual question. So here's my answer to that: Yeah, I think rules-light will serve a tongue-in-cheek game better than rules-heavy. (By heavy/light I assume we're talking about search and handling time during play.) In general, I think you would want a ruleset that can fade into the background.

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On 5/7/2004 at 5:09pm, Valamir wrote:
RE: Comedy Games- Are Lite rules the way to go?

That's a great point Hans.

For a comedy game about Hillbillies, I'm thinking having numerically rated skills might be entirely unnecessary.

Whatabout just descriptive traits.

Billy Bob:
Shoot Gud
Drive mah truck
Don't cotton to no immigrants ("they tuk mah jeb")

Then for a system its always just 1d6 vs 1d6. If you have a Trait that seems applicable roll an extra d6 and keep the highest.

But you can also add a Hill Billy die (of a different color) any time you want. If you do and the Hill Billy die is highest than you have to describe some Hill Billy-ism that enabled your effort. "Billy Bob didn't just leave the sheriff in the dust, he ramped the crick with a Yee Haw."

But if you roll a 1 on the Hill Billy die...then you have to automatically fail due to some Hill Billy-ism. Poor Billy Bob coulda gotten away plumb clean, but Ole Man Watson's old hound dog Stonewall was sunnin' hisself in the middle of the road...and twern't no way Billy Bob was gonna run over good ole Stonewall.

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On 5/7/2004 at 5:26pm, timfire wrote:
RE: Comedy Games- Are Lite rules the way to go?

Valamir wrote: For a comedy game about Hillbillies, I'm thinking having numerically rated skills might be entirely unnecessary.

I was thinking the same thing. I also thought I would add that a fortune-in-the-middle might help a comedy game, since it leaves a more room for narration. Actually, conflict resolution in general might work better for a comedy game than task resolution.

You know, if you're just looking for general tips on designing a better comedy game, rather than specific concerns about your game, it might be better to start a thread on the Theory board.

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On 5/7/2004 at 5:29pm, Ryan Wynne wrote:
RE: Comedy Games- Are Lite rules the way to go?

hanschristianandersen wrote: Ryan,

I can sympathize with not wanting to drown the spirit of a game in rules. D6+skill vs D6+skill is certainly simple and fast; I chose it for my first draft of Musketeers! for the same reason. Musketeers! is supposed to be fast, toungue-in-cheek, and more than a little absurd.


Well actually it's D6+Skill (Is there is a skill) + Stat Vs D6 + Skill + Stat but I think it

hanschristianandersen wrote: In actual playtest, though, D6+ vs. D6+ proves to be pretty darn boring by itself. There's a very limited range of possibilities, and only two different outcomes - "I Win" and "I Lose". This isn't to say that there wasn't plenty of successful comedy in my playtests; rather, my point is that the die rolls themselves added nothing to the experience. On the bright side, Search and Handling time was almost nil, which meant that the die rolls didn't actively *hurt* the comedic aspects either. But if it was neither helpful nor harmful, it might as well be replaced with coin-flipping or rock-paper-scissors.


Well as I said I am looking at D6 + Skill (if available) +1 +Modifers (if needed) and I am also looking at doing a degree of success chart.

For instance a roll of D6 a roll of 6 automatically allows the player to roll again for a greater degree of sucess.

Something like this:

0 to +5- Successful (0 being that the roll hit the Difficulty level right on- Example I have to roll a difficulty level of 13 and I get a total of 13)

+6 to +10 Very Successful

+11 to +15 Extreme Success

It's a work in progress. And then do same for failure to find out how bad they failed.

It's a Work in Progress

So, can you think of a simple, fast-playing way of determining success/failure that is itself a source of comedy? Perhaps keep D6+ vs. D6+, but have a "6" mean "And whether or not my total is higher, I get to say or do something that screws you"?

Just a thought.

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On 5/7/2004 at 6:01pm, hanschristianandersen wrote:
RE: Comedy Games- Are Lite rules the way to go?

Ralph,

"Dagnabbit! Git yer feelthy hands offa mah dice, ya varmint!"

Heh. Sorry, I couldn't resist saying that after reading your post. For humor games, I think that it's vitally important that the text of the game have lots of funny examples, to get players into the right silly mindset, to show them what they can do and to get their imaginations going. Ralph's brief examples got me instantly jazzed up about the idea of a hillbilly game.


Ryan,

There's nothing inherently wrong with your mechanic, but there's still no inherent humor to it. It's so close, though... Right now, you've got several levels of success or failure (Normal, Very, Extremely, etc.). So, if I'm takin' a potshot at the varmint who tried to swipe mah dice, and I get a Successful result, how is that different from shooting him and getting an Extremely Successful result?

Well, what if a baseline Success means "Yehp, ah shot the varmint awl right", where an Extreme Success lets me embellish more - "Yehp, ah shot the varmint awl right - and golly gee, he had a pocket full of twenny dollah bills! I'm gonna buy me some moonshine!"

That's what I'm talking about - use the dice rules as an excuse to let players say and do hillbilly things. Suddenly, the same stat+skill+modifier+d6 becomes "How much hillbilly mojo do I get to pile on this time?"

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On 5/7/2004 at 6:45pm, Ryan Wynne wrote:
RE: Comedy Games- Are Lite rules the way to go?

hanschristianandersen wrote: Ryan,

There's nothing inherently wrong with your mechanic, but there's still no inherent humor to it. It's so close, though... Right now, you've got several levels of success or failure (Normal, Very, Extremely, etc.). So, if I'm takin' a potshot at the varmint who tried to swipe mah dice, and I get a Successful result, how is that different from shooting him and getting an Extremely Successful result?

Well, what if a baseline Success means "Yehp, ah shot the varmint awl right", where an Extreme Success lets me embellish more - "Yehp, ah shot the varmint awl right - and golly gee, he had a pocket full of twenny dollah bills! I'm gonna buy me some moonshine!"

That's what I'm talking about - use the dice rules as an excuse to let players say and do hillbilly things. Suddenly, the same stat+skill+modifier+d6 becomes "How much hillbilly mojo do I get to pile on this time?"


The mechanics arent supposed to be part of the humor, they aer only to make sure things happen. I dont see that they really need to be part of the humor. They are to make sure actions are successful or not. As for the success chart that was something I was tinkering with and I am not sure I am goign to even use it.

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On 5/7/2004 at 7:27pm, Valamir wrote:
RE: Comedy Games- Are Lite rules the way to go?

The mechanics arent supposed to be part of the humor, they aer only to make sure things happen. I dont see that they really need to be part of the humor. They are to make sure actions are successful or not. As for the success chart that was something I was tinkering with and I am not sure I am goign to even use it.


That sounds like a huge missed opportunity to me.

Mechanics that do nothing but determine success and failure are pretty pointless in a game meant to be about Hill Billy Humor.

I mean, who really cares whether Billy Bob actually hits what he's shooting at as long as it funny?

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On 5/7/2004 at 7:36pm, Ryan Wynne wrote:
RE: Comedy Games- Are Lite rules the way to go?

Valamir wrote: That sounds like a huge missed opportunity to me.

Mechanics that do nothing but determine success and failure are pretty pointless in a game meant to be about Hill Billy Humor.

I mean, who really cares whether Billy Bob actually hits what he's shooting at as long as it funny?


I disagree. The mechanics in Teenagers From Outer Space did little in the way of making sure something was funny, just if there was success or not. The characters actions are what makes it funny, it's the mechanics that simply determine if their action is successful or not.

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On 5/7/2004 at 7:53pm, Valamir wrote:
RE: Comedy Games- Are Lite rules the way to go?

Well, ok. Its your game.

I won't really be able to help you with it, because that design philosophy is one I vehemently and strongly disagree with.

In fact, I'd go so far as to state that any mechanic that adds nothing to support a game's flavor and color and serves only to adjudicate success and failure is a complete and utter waste of time. Its certainly not worth inventing a new system for that.

I mean, if that's all your system does...why would anyone even need your game? Everybody's seen Beverly Hill Billies, the Dukes of Hazard, and those old Hatfield and McCoy Bugs Bunny cartoons. They certainly don't need your game for setting material. And if the mechanics just provide success/failure...heck, they could just strip down d20 and use that.

But, it is your game. Good luck with it.

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On 5/7/2004 at 7:54pm, hanschristianandersen wrote:
RE: Comedy Games- Are Lite rules the way to go?

Ryan,

Normally I'd agree with Ralph re: missed opportunities. However...

The characters actions are what makes it funny, it's the mechanics that simply determine if their action is successful or not.


So, you're saying that as long as the characters' actions are themselves inherently humorous, then regardless of whether the funny action is successful, humor has already been accomplished. Success or Failure is then just a matter of figuring out what happened, so that other people can react to that by doing their own funny character actions.

Hmm, okay, I might be able to buy into that.

So, how are you going to encourage and promote funny character actions? For comparison, did Teenagers From Outer Space do anything in particular along these lines?

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On 5/7/2004 at 8:00pm, Lxndr wrote:
RE: Comedy Games- Are Lite rules the way to go?

TFOS did have "Bonk" instead of hit/life points, which I think was one way of encouraging such things.

I'll have to wait until I get home to check the book before I can get you any others.

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On 5/7/2004 at 8:02pm, Ryan Wynne wrote:
RE: Comedy Games- Are Lite rules the way to go?

Lxndr wrote: TFOS did have "Bonk" instead of hit/life points, which I think was one way of encouraging such things.

I'll have to wait until I get home to check the book before I can get you any others.


You are correct. Bonk was funny but other then that the mechanics were just that, game mechanics.

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On 5/7/2004 at 8:12pm, Ryan Wynne wrote:
RE: Comedy Games- Are Lite rules the way to go?

Valamir wrote: Well, ok. Its your game.

I won't really be able to help you with it, because that design philosophy is one I vehemently and strongly disagree with.

In fact, I'd go so far as to state that any mechanic that adds nothing to support a game's flavor and color and serves only to adjudicate success and failure is a complete and utter waste of time. Its certainly not worth inventing a new system for that.


Well first I think you are putting too much stock in the game mechanics in a game like the one I am working on and two, that system is hardly new.

Valamir wrote: I mean, if that's all your system does...why would anyone even need your game? Everybody's seen Beverly Hill Billies, the Dukes of Hazard, and those old Hatfield and McCoy Bugs Bunny cartoons. They certainly don't need your game for setting material. And if the mechanics just provide success/failure...heck, they could just strip down d20 and use that.

But, it is your game. Good luck with it.


That same thing can be said for many games. There are many games that I could just use a generic system to reproduce and have equally as much fun. Why do I need a game with it's own system?

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On 5/7/2004 at 8:14pm, Ryan Wynne wrote:
RE: Comedy Games- Are Lite rules the way to go?

hanschristianandersen wrote: Ryan,

Normally I'd agree with Ralph re: missed opportunities. However...

The characters actions are what makes it funny, it's the mechanics that simply determine if their action is successful or not.


So, you're saying that as long as the characters' actions are themselves inherently humorous, then regardless of whether the funny action is successful, humor has already been accomplished. Success or Failure is then just a matter of figuring out what happened, so that other people can react to that by doing their own funny character actions.

Hmm, okay, I might be able to buy into that.


That is exactly my line of thought. Hell, you could go as far as to say that the falure itself could be funny. Suppose Bubba was going to wack John boy in the head but misses and hits his friend Jimbo instead? That could be really funny

hanschristianandersen wrote: So, how are you going to encourage and promote funny character actions? For comparison, did Teenagers From Outer Space do anything in particular along these lines?


RIght now I am working that out. As far as teenagers I am going to have to go back and look as its been awhile since I went over the rules.

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On 5/7/2004 at 8:15pm, Shreyas Sampat wrote:
RE: Comedy Games- Are Lite rules the way to go?

Ryan Wynne wrote: That same thing can be said for many games. There are many games that I could just use a generic system to reproduce and have equally as much fun. Why do I need a game with its own system?

If you believe this, why are you setting out to design a game again?

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On 5/7/2004 at 8:20pm, quozl wrote:
RE: Comedy Games- Are Lite rules the way to go?

Ryan Wynne wrote: Suppose Bubba was going to wack John boy in the head but misses and hits his friend Jimbo instead? That could be really funny.


That reminds me of the picture at the bottom of this page. Also, be sure to read the boxed text.

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On 5/7/2004 at 8:23pm, Valamir wrote:
RE: Comedy Games- Are Lite rules the way to go?

Well first I think you are putting too much stock in the game mechanics in a game like the one I am working on


System matters Ryan.

But let me turn it around. Why wouldn't you want to take the opportunity to tie mechanics and game color more closely together. Where do see the disadvantage?

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On 5/7/2004 at 8:46pm, hanschristianandersen wrote:
RE: Comedy Games- Are Lite rules the way to go?

Ryan Wynne wrote:
That is exactly my line of thought. Hell, you could go as far as to say that the falure itself could be funny. Suppose Bubba was going to wack John boy in the head but misses and hits his friend Jimbo instead? That could be really funny


Well, it sucks to be Jimbo, that much is certain.

But yes, such a description would be funny. And it sounds like you want players of your game (this includes the GM) to come up with similarly funny descriptions. It's up to you to figure out how best to accomplish this to your satisfaction.

The "System Does Matter" camp's philosophy is that if you have mechanics that *cause* humor to happen, then any time you use the mechanics, you have an opportunity to generate more humor.

Further, if you have mechanics that *reward* humor, then you will be encouraging players to do humorous descriptions. Lots of games have "Stunt" rules that bestow bonuses on actions that have "Cool" descriptions. Since players like getting bonuses to their rolls, the bonuses serve as a carrot to promote "cool" descriptions. In a Hillbillly Humor game, replace "stunt" with "gag", and "cool" with "funny", and there ya go.

If you have no mechanics to encourage, promote, or reward humor, then you're running the risk that the subject matter alone might not be enough to engender the sort of funny play you're looking for.

(By now, even poor Jimbo can tell that I'm a die-hard System Does Matter devotee.)

If, on the other hand, you still disagree, putting you squarely in the "System Doesn't Matter" camp, then here's a suggestion for what to do next:

Don't waste any brainpower or creative thought on the system; co-opt GURPS, or Fudge, or d20, or some other existing system. If system design isn't your passion, then acknowledge that, and move on.

Instead, spend your creative effort writing the most entertaining, witty, laugh-out-loud hilarious "Big Bubba's Big Book Of Hillbillies" *sourcebook* that you possibly can. Inspire your audience, entertain them, and give them tons of great ideas for their own Hillbilly adventures.

In fact, that's the model taken by some of the best GURPS supplements; provide a comprehensive and entertaining overview of the subject matter. Many of these books are so well done that even some GURPS-hating friends of mine buy them as reading material and source material for other systems.

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On 5/7/2004 at 10:11pm, Mike Holmes wrote:
RE: Comedy Games- Are Lite rules the way to go?

No surprise, I'm with Ralph on this one.

I've played a lot of TFOS. And the system works against it being funny for the most part. Where it is funny is in the characterization, sure; actually I'd argue that Relationship With Parents is about the most potentially funny part of character enumeration. But all you're saying is that the rest of the system isn't funny. And it's not, particularly. Even just thinking in terms of normal task resolution breaks the fun down.

BTW, this includes the most recent version which may not have been released yet. I played it a year ago or so with the designer at game day in Chicago.

Mike

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On 5/8/2004 at 1:21am, semprebon wrote:
RE: Comedy Games- Are Lite rules the way to go?

In my experience, failure is usually funnier than success, especially if it is unexpected, which would argue for a system with a high degree of randomness and a decent chance to fail even things well within the character's capability. The Dying Earth RPG is a good example of this.

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On 5/8/2004 at 3:59am, Jack Spencer Jr wrote:
RE: Comedy Games- Are Lite rules the way to go?

Lately I had been noticing some principles to comedy and will impart what little I know here.

There is something about comedy that is inherently funny. Exactly what escapes me save for the below, but if you were to boil down the scenes of a comedy to a single sentence, they would still make you laugh. This shows the difference between a real comedy and something else spiced with jokes. Lethal Weapon, for example, would probably not be especially funny boiled down as such. It has jokes in it, but is not comedy per se.

One of the keys to comedy is mania. The character has some kind of mania that drive their behavior and they don't even realise it's a mania. Watch some reruns of Seinfeld sometime. It has been called "the show about nothing" because what basically happens every episode is one of the four main characters gains a mania for the episode (sometimes they each get their own mania) and this mania drives their behavior and the plot of the show that week.

All of this has little to do with the rest of this thread, but your game is to try to get funny results and I think that to somehow get a mania in there is a good way to get it.

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On 5/8/2004 at 10:18am, Simon W wrote:
RE: Comedy Games- Are Lite rules the way to go?

semprebon wrote: In my experience, failure is usually funnier than success, especially if it is unexpected, which would argue for a system with a high degree of randomness and a decent chance to fail even things well within the character's capability. The Dying Earth RPG is a good example of this.


I second this.

You could maybe have player narrative based on failure (where most other "narrative" games have "narrative" based on success).

Alternatively, you could go for a system which somehow rewards players narrating their own character's failures in an amusing way.

However, I also think that so called "comedy" games are often in themselves unamusing and comedy often comes when least expected.

I'm not sure how the Red Dwarf RPG deals with comedy - I doubt that it does. I have only flicked through a friends copy, but didn't really notice any mechanics for humour. I suspect it relies on the players knowing the Red Dwarf series inside-out.

Simon
http://www.geocities.com/dogs_life2003/

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On 5/9/2004 at 9:22am, Ben Lehman wrote:
RE: Comedy Games- Are Lite rules the way to go?

Valamir wrote: That sounds like a huge missed opportunity to me.

Mechanics that do nothing but determine success and failure are pretty pointless in a game meant to be about Hill Billy Humor.

I mean, who really cares whether Billy Bob actually hits what he's shooting at as long as it funny?


Ryan Wynne wrote: I disagree. The mechanics in Teenagers From Outer Space did little in the way of making sure something was funny, just if there was success or not. The characters actions are what makes it funny, it's the mechanics that simply determine if their action is successful or not.


BL> Okay, I was going to stay out of this, but you've invoked TFOS, which happens to be one of my favorite games.

Not surprisingly, I disagree with both you and Mike about TFOS, and agree with Ralph about your game. I think TFOS is a funny game, it is a funny game because of the system, and that any comedy game designer can learn from it.

TFOS's basic success/fail mechanic, I will admit, does not bring teh funny in any significant way, but I think that this is largely because of the designer's rather ill-fated attempt to shoehorn it into the Fuzion / Interlock structure. Considering that, as you point out, this system adds nothing to the humor of the play, I question why it is the one part of TFOS that you are emulating.

This (comedy systems must look like universal resolution systems) is the wrong lesson to be learning from TFOS. If this is your lesson, play "without system." Just flip a coin for success or failure, or what have you. I don't think it will be very funny, but to each their own. Consider that you are essentially doing Improv comedy here, and that all successful Improv has strong social rules (but not mechanical ones) making it run.

Back to TFOS for a second. It's the little rules that drift at the edges of the game design -- the RWP stat, the "failure on inventions" rule, democratically assigned social bonk, the equipment lists -- that the game shines, brilliantly. For instance (if I recall correctly), a failed invention roll *requires* that you come up with some goofy way that it works wrong, and bring it into play.

It is this sort of leveraging system to provide pressure to generate comedy that your system should contain. If you think that the only role of system is to determine success or failure... well, you need to read your RPG books more carefully.

yrs--
--Ben

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On 5/10/2004 at 9:10am, pete_darby wrote:
RE: Comedy Games- Are Lite rules the way to go?

And, for comedy mechanics, check Toon: especially notes on keeping characters incompetent, having schticks failat vital moments. The whole rulesset emphasizes comdey being when bad things happen to the characters...

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On 5/10/2004 at 11:46am, btrc wrote:
Hillbilly dice

I agree that humor is not in the dice mechanics, its a "whole set of rules" gestalt. Making a way to add "hiliarity" to the mechanics -should- be a concern, but it is not the -major- focus of the humor.

I would suggest that a 1d6 result curve is kind of flat. You might toss in the Shadowrun "re-roll 6's and add to the result" mechanic. Maybe do it the other way as well for the really serious botches (a roll of 1 rerolls and subtracts from the result).

Greg Porter
BTRC

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On 5/10/2004 at 12:59pm, pete_darby wrote:
RE: Comedy Games- Are Lite rules the way to go?

And to get back right to the starting question: my take is that, as with any other aim in design of an RPG, if you can't think of a way to make resolution "funny" in and of itself, it's probably better to go with an unobtrusive resolution mechanic that at least doesn't obscure your other aims.

So yeah, two questions for the designer:

1) Does this mechanic actively support my aims for the game? If so, or if you can think of a way to re-inforce the aims, well HOO-YAH!, else...

2) Does this mechanic detract from my aims for the game? Frex, in a comedy game, will a graphically detailed and highly granular damage system make for funnier injuries, or dry consultation of tables?

My look at it? Being a fan of Tex Avery cartoons, make sure any failure in a comedy game is equivalent to a fumble (at least) in a standard game. I mean, according to one authority...

Mel Brooks wrote: Tragedy is when I prick my finger. Comedy is when you fall down a manhole and die

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On 5/10/2004 at 1:32pm, btrc wrote:
Funny dice?

Okay, how about separating the 'mechanic' from the 'mechanics'? That is, the goofier the way the -player- actually rolls the die, the more likely the GM will give them a bonus to the roll. Doing a backhanded dice ricochet off your friend's forehead while doing a Three Stooges Curly "woo-woo-woo" is worth +2 on your roll, etc.

Greg Porter
BTRC

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On 5/10/2004 at 2:49pm, quozl wrote:
RE: Comedy Games- Are Lite rules the way to go?

To answer the original question, it depends. If the mechanics you use produce comedy, then go ahead and use "heavy" mechanics. If the mechanics do not produce comedy, use "light" mechanics.

As for a suggested light mechanic, I would use the Feng Shui system. Because of the exploding dice at the extemes (both positive and negative), you can describe both amazing success (which could be funny) and amazing failure (which could also be funny).

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On 5/10/2004 at 4:38pm, Mike Holmes wrote:
RE: Comedy Games- Are Lite rules the way to go?

...I disagree with both you and Mike about TFOS, and agree with Ralph about your game. I think TFOS is a funny game, it is a funny game because of the system, and that any comedy game designer can learn from it.

TFOS's basic success/fail mechanic, I will admit, does not bring teh funny in any significant way, but I think that this is largely because of the designer's rather ill-fated attempt to shoehorn it into the Fuzion / Interlock structure.
You don't disagree with me. To be clear, TFOS is hilarious to play. It's precisely the "shoehorning" that I was saying wasn't funny.

Mike

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On 5/15/2004 at 6:10am, Latigo wrote:
RE: Comedy Games- Are Lite rules the way to go?

Do play mechanics add to the fun? You bet...

In the spirit of hilbilly sharin', here's a swell play mechanic we use out here in the Swamp lands.

Jus' play spin-the-bottle, but with the bottle (preferably an empty 40 oz.) on top of a piece of cardboard devided into 4 sections.

These are labeled "Yes", "No", "Yee-Haw!", and "Doh!" and corespond to success, failure, critical success, and critical failure respectively. Figure the story out from there.

Anybody can unnerstan' thet one, cuzin!

Best of all,

Latigo

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On 5/15/2004 at 7:45pm, Olibarro wrote:
RE: Comedy Games- Are Lite rules the way to go?

In answer to the original question: on average, I find rules-lite to be better than rules-intense when it comes to playing a game for comedy. (To be fair, on average, I prefer rules-lite for most things.) There's exceptions, but in your shoes, I'd work to make the rules mostly unobtrusive except inasmuch as they can contribute to the tone and humor of the game.

Depending on the game, there's also the possibility of the rules /forcing/ too much of the humor. I'm struggling to think of a good example from my own experience, but basically, you don't want the players feeling too constrained or railroaded by specific "humorous" mechanics.

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On 5/18/2004 at 4:44am, Noon wrote:
RE: Comedy Games- Are Lite rules the way to go?

Hi Ryan,

Have you considered that say something like a hill billy driving around a sharp corner at high speed can just be determined by the GM as to whether it works?

Think of it this way: The players aren't trying to overcome a challenge by using tactics that work. You don't want to reward them for being sensible drivers. You want to reward them for being funny.

So leave the success/failure of the truck driving up to the GM. You can: because simulation of this is not the important part of your game. The funny is!

The thing is, if speeding around a corner would end up being funny, but you put some skill check in, it doesn't reward the funny behaviour. They are going to slow down and take it at a reasonable speed that doesn't require a check. In fact they are going to slow down and be sensible all over the place, because skill checks reward tactical thinking, they don't reward funny thinking.

Instead, you can have mechanics that reward funny thinking. For example, lets say that failure is funny. Okay, and make the rule that all tasks fail...those that pass were only there to get you to the failure (driving to the hill doesn't fail because its there to get you to the hair pin turn). Then you could have a rule that says everyone at the table suggests a funny way to fail and you use dice to randomly determine which one is used. Then the player has to use that in a narration of what happened.

Well, that's pretty rough. But the idea is not to model reality, its to model the thing you want to model. And if you want to model funny, you don't want rules that instead model reality.

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