Topic: Funny games (and the Temple of Ass)
Started by: Clinton R. Nixon
Started on: 3/26/2002
Board: Indie Game Design
On 3/26/2002 at 6:42pm, Clinton R. Nixon wrote:
Funny games (and the Temple of Ass)
I'm starting to dread the fact that "funny games" are coming back into vogue. I recently had a discussion at my local game store about this: a patron and the owner were talking about Hackmaster, and the new adventures coming out for it. Apparently, the new adventures mock old D&D adventures called "The Keep on the Borderlands" and "Against the Giants." (The new names were something like "The Sheep on the Borderlands" and - shit, I can't remember. Anyway, they were weak jokes.)
I commented that Hackmaster isn't really funny - it's funny to read, of course, but it's not fun or funny to play. My suggestion was a game in which players get bonuses for describing in play tropes that sound like Hackmaster. "I make my Save vs. Traps, Trickery, and Trulescence, adding +5 for my Potion of Prolific Protection!" The actual system would be a simple roll, even as simple as "roll 1 d6, and try to get 4 or higher. GM grants bonus dice for good game description."
This would allow people to say funny things, without being bogged down in truly cryptic gameplay, which is what Hackmaster is (a morass of cryptic gameplay.) The owner's eyes lit up - he realized what I was talking about.
I saw Dav post earlier today (here) about a game called Charts and Charts. The name is funny, and charts are funny to read - but is this actually going to be funny during gameplay? There's a limited number of times you can roll differing results, and these sort of jokes play out quickly.
I like the idea of funny games - Donjon was originally meant to be funny, and can still be played that way - but I want games that are actually funny to play. The "parody" game has been done enough - HoL said everything needed to be said, and Violence nailed the coffin shut with its "dark parody of a parody."
What mechanisms can we use to make a game humorous in play, as opposed to humorous to read?
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Topic 1704
On 3/26/2002 at 6:57pm, Valamir wrote:
RE: Funny games (and the Temple of Ass)
Heh, good thread.
I guess I register in on the other end of the spectrum. Aside from the occassional late night lark, I dislike funny games, and REALLY dislike silly ones. Its probably due to my sense of humor. I find Dennis Miller funny. I can't stand the Three Stooges.
Note that I'm distinguishing "funny game" from "game containing some humor"
I think silly games have come into vogue, but I don't think its a new thing. I can trace it back to the dawn of Cheap Ass. Some of those I can enjoy because the mechanics are pretty clever, but the humor wears thin very quickly. There's only so many times that "Look, a monkey" can be laughed at.
Ultimately, I think silly games become popular for the same reason as the German games have. They require less comittment in terms of time to learn, time to play, and effort to play. Plus with silly games you don't have to worry about screwing up because...well...its silly.
I don't fear being overwhelmed by sillyness however. Its a niche, but everyones idea of humor is too different to become a dominent trend.
On 3/26/2002 at 7:05pm, Clinton R. Nixon wrote:
RE: Funny games (and the Temple of Ass)
Ralph,
It sounds like you and I have the same taste in humor - I think the Three Stooges is about the most boring thing on earth.
Do you think your dislike of humorous games comes from the fact that few, if any, of the humorous games published so far actually are funny?
On 3/26/2002 at 7:34pm, Valamir wrote:
RE: Funny games (and the Temple of Ass)
By my definition of humor...very few are actually funny.
Paranoia for example I found hysterical...because I was playing with a group of people who recognized it as a satire on political factions, McCarthy witch hunts, and 80s corporate culture. Just the kind of thing that George Carlan could turn into a whole routine.
On 3/26/2002 at 7:45pm, Mike Holmes wrote:
RE: Funny games (and the Temple of Ass)
This is going to be a toughie, as everyone varies in what they find funny and to what extent. I find almost everything funny, but then we all know that I'm easy to amuse. I love both Paranioa and the Stooges, Hackmaster and Hol, whatever. Many are more discriminating.
So, if I were you, I'd just make it funny to myself, and hope that others shared my sense of humor. Otherwise you may end up with the Least Common Denominator, which might only be funny to folks like me.
I seem to remember a thread about how to make a comedy game, but I think it was way back on GO.
Mike
On 3/26/2002 at 8:31pm, Clinton R. Nixon wrote:
RE: Funny games (and the Temple of Ass)
Mike,
Have you actually played Hackmaster? I ask because I'm addressing the question of a game being funny in play. I've read it (very funny) and made a character (kind of funny and very time-consuming).
If you have, please tell us what was funny about it.
On 3/26/2002 at 8:44pm, unodiablo wrote:
RE: Funny games (and the Temple of Ass)
I can definitely say I've had some of the funniest and most fun gaming sessions of my life with 'TOON. Now thassa funny game, and an excellent one. I always thought Paranoia was a hoot as well, for the same reasons that Ralph mentions. InSpectres is funny in play too! And tho I've never played it, I've never laughed so hard while reading as game as I did with HoL.
The problem with a lot of the other 'funny' games is that they aren't 'just' humourous, i.e. funny to most people, they're 'gamer funny', i.e. things that only a gamer can find amusing (impossible systems, marathon chargen, charts galore, goofy skills, stats or other dice rolls). If you tried to explain the concept of HackMaster to a non-gamer, they'd probably look at you like you were dropped solidly on your head at birth. While if you explain 'TOON or InSpectres to someone only partially interested, they go 'that sounds pretty cool, I'd try that sometime'.
Like Ralph said, very few are actually funny. And like Clinton suggests, the ones that are funny to read don't port it over to the play.
Sean
On 3/26/2002 at 9:37pm, Mike Holmes wrote:
RE: Funny games (and the Temple of Ass)
Clinton R Nixon wrote: Mike,
Have you actually played Hackmaster? I ask because I'm addressing the question of a game being funny in play. I've read it (very funny) and made a character (kind of funny and very time-consuming).
If you have, please tell us what was funny about it.
Nope, never played it, I've only got about as much experience as you do. I though CharaGen was a riot (did you use proper die rolling protocol throughout?). But I have a friend who's thinking of running it. And I'm certain I'd have a perfectly stupid grin the whole time. I think that play would just be like reading it, only getting to experience the sillyness as it occurs in play. Somehow that idea pleases me.
I'm thinking at most a one-shot; I can't imagine that an entire campaign could maintain the hilarity. But I can see it being quite fun for a while. And who knows how much fun those published adventure could be. But, yes, playing an actual parody can only have so much life.
Thing is that I really don't see any funny game as having much in the way of sustainability. And why should they? Just as Ron argues for shorter "campaign length" I think one goes into a funny game without much expectaton of sustainability. So, in that light, I think that Hackmaster is as good as any other funny game (and certainly worth the cover price, IMO). Of course, you have to be a crusty old Gamer to "get it".
Sustainable funny? Not sure it's possible. Is that what you are looking for?
Mike
On 3/26/2002 at 9:52pm, Walt Freitag wrote:
RE: Funny games (and the Temple of Ass)
Hackmaster is not funny in play. It's not supposed to be. And it's not a parody, though it does parody some of the non-game elements of 1e AD&D, such as its designers penchant for pretentious screeds. There are individual rules that are not exactly conventional and tend to produce funny war stories after the fact (such as a certain character class's ability to apologize, which causes everyone who fails to 'save vs. apology' to have to forgive whatever crime the character is apologizing for), but during play they're real rules with real and serious consequences. It's surprising that gamers who would never question the competitive seriousness of marching a hat in a square orbit around Atlantic City so often seem bewildered by the presence of a few minor abstractions in the Hackmaster rules. I know the GNS essay condemns "it's just a game" as an invalid excuse for incoherency, but Hackmaster is perfectly coherent and it is just a game. It's the RPG equivalent of all those "what would the world be like if the dinosuars had survived and developed intelligence?" scenarios. It's "what would D&D be like if it had evolved through several editions while keeping its original pure-gamist premises?"
The modules released so far are "Quest for the Unknown" and "Little Keep on the Border Lands." No sheep in sight. And at 48 and 144 pages respectively, these are designed to be played. The Giants module isn't in press yet so its title is speculation.
- Walt
On 3/26/2002 at 9:57pm, Matt Steflik wrote:
RE: Funny games (and the Temple of Ass)
Paranoia and Toon have both provided me with a lot of laughs. Lately, my group has used Kobolds Ate My Baby as a breather between more serious games. While I like my serious systems, I have to admit I'm a sucker for small micro (I still have my old Melee/Wizard and Labyrinth stuff) and "Cheapass-esque" little games, which are more often than not pretty silly. Just picked one up called "Lemmings in Space" that's a parody of Starfleet Battles and I still drag out TWERPS every once in a while. Anyway - when it comes to "silly", for me its the size issue. Less is more. Give me a quick set up, easy to understand lingo, some parody and a punchline. I've looked at Hackmaster, and while I thought it funny to flip through it in the store, it looked too complicated and detailed (that and the price tag put me off). I mean, it gave me the impression of a joke that was explained in so much detail that it ceased to be funny anymore. While I admit I haven't looked at Hackmaster too closely, it seems the "BERPS: Warhamster RPG" in the Dork Tower comic did pretty much the same thing genre-wise with far more simplicity.
On 3/26/2002 at 10:05pm, Le Joueur wrote:
Okay, I'll Bite...
Mike Holmes wrote: Sustainable funny? Not sure it's possible. Is that what you are looking for?
Um, anyone even heard of Teenagers from Outer Space? The episodic structure (I only have the first edition, with the micro dice that the author lovingly taped into each one) turns each session into a 'one-shot' if you will, yet making it "sustainably funny." I assume similar is potential in BESM (but never got past the first edition of that either). Series cartoons of Japanese flavor seem perfect of both sustainable and funny games.
(And I never did get the joke with Paranoia, but then I didn't get the 'Stooges, but worshipped at the altar of Groucho Marx.)
Fang Langford
On 3/26/2002 at 10:06pm, Mike Holmes wrote:
RE: Funny games (and the Temple of Ass)
wfreitag wrote: Hackmaster is not funny in play. It's not supposed to be. And it's not a parody, though it does parody some of the non-game elements of 1e AD&D,
I think it is very much a parody. Yes, subtle, yes, playable. But, yes, a parody. The vast majority of the fun of play that I imagine in Hackmaster would be from trying to play it straightfaced (I'm attempting to supress a big grin at the thought right now). It would allow you to satirize your own play. Sounds like fun to me. Or, I guess, that's how I would play.
Or are you suggesting that people should try and play Hackmaster as a straightforward Gamist RPG? I think that they'd be missing the point if they did that.
Mike
On 3/26/2002 at 10:12pm, Mike Holmes wrote:
Re: Okay, I'll Bite...
Le Joueur wrote:
Um, anyone even heard of Teenagers from Outer Space? The episodic structure (I only have the first edition, with the micro dice that the author lovingly taped into each one) turns each session into a 'one-shot' if you will, yet making it "sustainably funny." I assume similar is potential in BESM (but never got past the first edition of that either). Series cartoons of Japanese flavor seem perfect of both sustainable and funny games.
Played a lot of TFOS long ago (where's my bubble-gum gun!). Mostly at Cons, actually. But always as one shots. And sure you could reprise the same characters in a series of episodes, but given the short CharGen, why not just make up new characters each time? The episodic nature is exactly what I'm talking about when I said unsustainable. I should have said 'Non-continuous' instead of sustainable. But in general I mean't traditional campaign play.
Anyhow, I can see playing episodes of Hackmaster. As many as you have funny adventures for. But why would you want to follow the exploits of a single character. I suppose you could make a game like the Groo comics or something...
And BESM could be played silly, I suppose, but it read like straight action to me. Any game can be played silly, but I'll bet doing so makes its lifespan much shorter.
Mike
On 3/26/2002 at 10:18pm, Zak Arntson wrote:
RE: Funny games (and the Temple of Ass)
Clinton R Nixon wrote:
What mechanisms can we use to make a game humorous in play, as opposed to humorous to read?
I think good humorous games use System and Color. Color makes for a good read, and sets up the players for humor. System goes a long way to creating a funny environment. These are the most important things for a humorous game.
Donjon's Color is very goofy and plays off D&D nostalgia. The System then provides for player improvisation, nods to nostalgia (the funny Saving Throws and ten-cent attribute names), which leads Players to treat the game as a humorous one. We could use the same System for a dead-serious game with just a change of Color.
The Jon Morris Sketchbuk RPG is also Color + System. The System is a player vs. player mentality, which forces a friendly competition. The Color appears in the text, examples and art.
Paranoia is a counter-argument to my Color + System. It's Color + Setting + Character (you're always playing a backstabbing clone). It is a truly great game that shows how important the other elements can be. I contend that it would be an even better game if the System supported the humor.
A failed attempt would be Tales from the Floating Vagabond. The Color was perfect, but the System was dense and the Color didn't serve it's purpose when tied into the System. Another example of this would be my own Sea Monkey RPG. It's got tons of Color but the System falls flat.
Another Mechanism: A trick I like is to force the Players to think about humor, while playing their Characters completely straight. InSpectres is wonderful played this way, as was an old short-lived game I ran years ago. It lets the Characters wind up in funny situations that don't feel forced.
Last Note on Mechanism: Humor and Friendly Competition often go hand-in-hand. See most of Cheap Ass Games' stuff for examples of this. In RPGs, there's Paranoia, SLURPS, Jon Morris Sketchbuk RPG, and tons more, I'm sure.
On 3/26/2002 at 10:44pm, xiombarg wrote:
RE: Funny games (and the Temple of Ass)
As per usual, I'm replying to several posts at once... I'll start with Mike and get more general...
Mike Holmes wrote: Or are you suggesting that people should try and play Hackmaster as a straightforward Gamist RPG? I think that they'd be missing the point if they did that.
People are doing this -- that is, playing it seriously. I've seen it done at a con more than once. I have spoken to people who consider Hackmaster a serious game with funny elements, and play it that way. In that way, it's not very different from 1st edition AD&D -- there were always goofy elements to that, even intentional ones. Remember that there used to be Tom Wham cartoons in the DMG. That's where a lot of Hackmaster players are coming from: Players and GMs who never gave up on 1st edition AD&D. These people exist, and they take Hackmaster seriously. Again, I've met them -- I even played under one until he moved away. (Not Hackmaster, tho. This was before it came out. But he was a dire-hard fan of 1st edition AD&D, and had no interest in the subsequent later-edition material.)
That said, I'd like to say you *can* do an ongoing comedy campaign, but it's hard. I've been in an ongoing TFOS game that was pretty good, with recurring characters, jokes, the whole nine yards. And I've run TOON in a semi-campaign fashion... Ongoing characters and gags. It can be done. But more so than any other RPG, mood is everything. If people aren't in a funny mood, be prepared to run something else.
On 3/26/2002 at 10:54pm, Clinton R. Nixon wrote:
RE: Funny games (and the Temple of Ass)
Crap. I let this diverge way too much over what games are funny, especially Hackmaster. I should have just said, "Mike, you have not played Hackmaster, and thus, your opinion is irrelevant."
To continue, though, I call bullshit on the idea that whether a game is funny or not is a matter of opinion. We've slogged through bucketfuls of theory here (most of it pointless) to come to one conclusion (not pointless): what a game rewards is what it promotes.
Hackmaster does not promote humor.
HoL does not promote humor.
For a game to promote humor, it must reward players (either with bonuses to die rolls, or character improvement currency) for making the game more humorous. My proposed ideas at the top of this thread for Hackmaster do promote humor.
With that clarified, what mechanisms seem most effective to promote humor in RPGs? (This is a much clearer question.)
On 3/26/2002 at 11:04pm, xiombarg wrote:
RE: Funny games (and the Temple of Ass)
Clinton R Nixon wrote: With that clarified, what mechanisms seem most effective to promote humor in RPGs? (This is a much clearer question.)
I'll tell you one from Toon that I know from experience works: Keep it fast. It's actually a rule in Toon that if you don't respond quickly enough when the Toonmaster asks you what you're doing, you're "boggled" and you lose your action.
This means that after being "boggled" a couple times, a player will ususually do *anything* rather than do nothing. Which leads to mistakes.
Why does this promote humor? Because mistakes are funny. And you're rewarded for doing what you did with laughter. Often mistakes are funnier than success, so encouraging mistakes is good. And by keeping things rapid-fire, you prevent things from bogging down, keep people in the moment, and keep the laughter coming -- which rewards everyone.
It takes a lot of energy to run Toon right...
On 3/26/2002 at 11:20pm, Matt wrote:
RE: Funny games (and the Temple of Ass)
Another point to consider, while many of these games are funny to read, few give actual advice on say, how to set up funny situations or how to construct a joke from a situation in a roleplaying game.
Improvising good humour isn't easy, if it didn't require work then we'd all be successful stand ups. Providing mechanics that reward comedy would be a start, but it only produces the reward mechanism, not the how to. Many games go out of their way to discuss how to build drama and create narative tension, comedy games should spend a good amount of time on how to make things funny.
Just my thoughts.
Matt
On 3/26/2002 at 11:22pm, Valamir wrote:
RE: Funny games (and the Temple of Ass)
My does that bring back fond memories.
I remember playing a Toon Lafalympics game once. I had an opportunity to order athletic equipment from ACME but when it came to me I had no ideas...so off the top of my head I ordered a portable hole and a panic button.
During the game I used the portable hole in a pretty cliched sabotage of another characters pole vault attempt.
Then during a race I announce "I hit the Panic Button".
"What do you do"
I had no idea...I'd just made it up. Knowing he was enforcing the 3 second rule...I screamed...REALLY REALLY REALLY loud.
Everyone of the players jumped about a foot out of their seats. The GM Boggled everybody as a result...I won the race.
Only problem was it was we were about 14 or 15, it was 3:00 in the morning and my folks sleeping soundly upstairs were NOT amused :-)
On 3/26/2002 at 11:33pm, Jared A. Sorensen wrote:
I love this topic...
I have the same problem with "humor games" as I do with "horror games." That is, who is the game supposed to amuse? Do you have to be funny to have a good time? Does the GM? Is it just a funny book to read? Do you have to "get" RPGs in a severely geeky way to find the material funny?
Zak's point about InSpectres is WHY I wrote it the way I did. InSpectres are not funny characters. The situations they get into are funny to us, but not to them...and situations they may find hysterical would be kind of confusing for us. Like an in-joke when you're not "on the inside."
Look at Paranoia. Possibly the BEST example of a humor game that fails and succeeds, depending on one's view. The big problem is the presentation. Paranoia is funny to read but it's written as if we were citizens of Alpha Complex. Which doesn't make any sense...our characters are not reading the book, we are not playing ourselves in the game.
Paranoia works best with the following addition to the play structure:
Paranoia is a horror game, but only to the characters.
Paranoia is a comedic game, but only to the players.
The player-character divide is extremely interesting...but few games really seem to "Get It."
- J
Oh, and I don't think Toon is either that funny to read or funny in play. It's just simulationist "roll 2d6 under a number" type stuff. It's "about" cartoons only as much as Deadlands is "about" westerns.
On 3/27/2002 at 12:38am, Walt Freitag wrote:
RE: Funny games (and the Temple of Ass)
Hah, terminology payback time! Let me introduce you to my counterintuitive idiosyncratic guaranteed-to-be-misused definition of "comedy."
Comedy is the nature of a world that gives its inhabitants rewards and punishments they don't deserve.
Comedy is not equivalent to humor. But it's a prerequisite for humor. "It's not funny if it's happening to you" is aimed in the right direction but misses the mark. A better rule is "It's not funny if it's your problem to fix it." A lawyer will find lawyer jokes funny as long as he doesn't feel personally responsible for or in control of the foibles of, or the poor public image of, the legal profession. This describes most lawyers. But a lawyer whose job is PR for other lawyers in the firm will not find lawyer jokes funny. The guy who has to clean up the dining room won't find the pie fight funny, whether he gets hit with a pie or not.
So for events in a game to be funny, those events and their implications must be (and be perceived as) outside the control of the player-characters. If you could have avoided slipping on the banana peel by remembering to ask the GM "are there any banana peels in front of me?", then slipping on the banana peel isn't funny. The less control the protagonist has (defining "control" as the ability to gain deserved rewards and avoid undeserved punishments), the more can be funny. Effective comedic worlds are full of things you just can't do nothin' about. (The real world, for instance.) Comedy is the first cousin of horror: in both, the protagonist has little or no control over the situation. In comedy, but not in horror, the consequences are limited too. Horror is comedy without the sense of fairness. But both are difficult in role-playing because they contravene the usual assumption that the characters are in control of their own fates.
- Walt
On 3/27/2002 at 12:40am, Walt Freitag wrote:
Re: I love this topic...
Jared A. Sorensen wrote: Paranoia is a horror game, but only to the characters.
Paranoia is a comedic game, but only to the players.
Exactly. Note that both players and characters have little control over their fates. But for the players, the consequences are limited (their characters are replaced by clones), while for the characters, they're not: they die.
- Walt
On 3/27/2002 at 2:47am, unodiablo wrote:
RE: Funny games (and the Temple of Ass)
What you say about player-PC is interesting... When Rodney Rat accidentally got mowed down by Rat-A-Tat-Cat (a wonderful Edward G. Robinson inspired char "I got the dirty rat with my chopper, see?!?") in our 'Toon games numerous times, he probably didn't find it very funny... Should you 'care' about the fictional chars you play?
(That kinda bums be out. Now I'm starting to have sympathy for all those chars the zombies killed while people have played Dead Meat. And all the mooks that have been slaughtered in our 2PAM sessions. The Humanity! Er, wrong game.)
I think my favorite games are ones that tweak that pc-player relationship - that's why I like InSpectres so much (jumping from the 'standard' RPG form to the first person parts). I'd probably like it even more if you wrote it like it was a corporate training manual.
Anyways, BACK TO THE SUBJECT... And to answer the question above.
They're just characters, like characters in a book or movie. It's not funny to the guy when he zips his unit in his zipper in There's Something About Mary, but I sure the hell laughed. You need to torment them in some way to get a good story, funny or horrific.
I have to respectfully disagree with Jared about Toon... I think 'Toons system totally supports cartoon mayhem - 'boggling' (what sim game would make you miss your turn?), 'falling down' taking the place of being bumped out of the next scene, getting mad crazy with your Schticks (which can be a crude form of Director power for the chars). I will admit I've played in a few dud 'Toon games, but generally it was a very funny game for my old group to play... (I would call it an 'energetic' read tho...)
Perhaps we added elements that the rules really didn't include, like trading off with the narration, but I don't think that's a big jump with a game that easily plays so fast and loose. I didn't really run any sim scenarios with it, we just ad libbed a beginning or rolled on one of the many charts and were off to the races.
I'll have to refresh my memory on Attack of the Humans and Brains! Those were both funny in play, but I think it was due more to the setting / Color than any rules. Though couldn't the setting also provde this mechanism? I don't remember the rules to Paranoia supporting the games theme, but I think it promoted humor.
Sean
On 3/27/2002 at 2:50am, Zak Arntson wrote:
RE: Re: I love this topic...
Mechanisms effective to produce comedy:
Strong difference between players & characters. See Paranoia, InSpectres. Like I said above, I ran across this by accident. Entirely homebrew game, where the Setting was completely bizarre but also gritty and harsh. Post-apocalypse where sheep jerky was the unit of currency. The party included a massive robot designed to herd man-eating sheep. Things like that. But I explained to everyone, "Your characters take their situation seriously. What's funny is how absurd it all is."
Humor supported through System. Paranoia does a great job through its clone system and mandatory secret societies. InSpectres has the Confessional (is that what it's called?).
Player vs. Player Competition. While not required for humor, it's been used for humorous games. When combined with Color it becomes humorous. Paranoia nearly requires backstabbing and devious plotting. Jon Morris Sketchbuk has player vs. player competition as the only mechanic. SLURPS has two mechanics: One solely used to screw the other Players. Most Cheap Ass games (though not RPGs) use hilarious Color in all their games.
Color, color, color. Paranoia would've flopped as a funny game if it were presented as purely Orwellian. InSpectres wouldn't be the same without it's cavalier attitude and association with Ghostbusters. And Jon Morris Sketchbuk is pretty much 99% Color, 1% System. Even though the HoL System isn't super (except the Anguish Factors, that cracks me up), it's Color is unbelievable.
On 3/27/2002 at 2:59am, Jared A. Sorensen wrote:
RE: Funny games (and the Temple of Ass)
unodiablo wrote:
They're just characters, like characters in a book or movie. It's not funny to the guy when he zips his unit in his zipper in There's Something About Mary, but I sure the hell laughed. You need to torment them in some way to get a good story, funny or horrific.
Yes, but you identified with him, right? Roger Ebert has written numerous reviews of bad gross-out comedies in which he targets the whole "gross out" thing.
Roger Ebert (from his review of Slackers) wrote: "There is a kind of one-upmanship now at work in Hollywood, inspired by the success of several gross-out comedies, to elevate smut into an art form. This is not an entirely futile endeavor; it can be done, and when it is done well, it can be funny. But most of the wannabes fail to understand one thing: It is funny when a character is offensive despite himself, but not funny when he is deliberately offensive. The classic "hair gel" scene involving Ben Stiller and Cameron Diaz in "There's Something About Mary" was funny because neither one had the slightest idea what was going on.
unodiablo wrote:
I have to respectfully disagree with Jared about Toon... I think 'Toons system totally supports cartoon mayhem - 'boggling' (what sim game would make you miss your turn?), 'falling down' taking the place of being bumped out of the next scene, getting mad crazy with your Schticks
I don't see what's funny about that stuff.
Besides, as a "cartoon game," Toon is...well, it's not. Joshua Neff and I talked at length with one another about this at GenCon 2001. Toon is a fairly hum-drum scenario-based game. It's old-school gaming and it shows. Instead, it should be wilder, more anarchic, more free spirited. And lastly, it should understand that there are good guys and bad guys and the whole point of a cartoon is for the good guy to constantly and consistently foil the bad guy (or rather, allow the bad guy to blow himself up). Toon ain't got that, G.
Also, re: the comment about InSpectres being written as a corporate training guide. Well, John Tynes can do that. He's a writer, I'm not. Alas...
- J
On 3/27/2002 at 4:21am, xiombarg wrote:
RE: Re: I love this topic...
Jared A. Sorensen wrote: Oh, and I don't think Toon is either that funny to read or funny in play. It's just simulationist "roll 2d6 under a number" type stuff. It's "about" cartoons only as much as Deadlands is "about" westerns.
What about the rule I mentioned? What about the Shticks? They're designed to let your character do something funny. What about the fact you can't die, you Fall Down? Not worring about death certainly lightens a game, particularly in combination with everything else. What about Gizmos? The ability to pull ANYTHING out of your pocket, once a game, is wonderful. And toonish.
While I agree that Toon could be better, the "roll 2d6 under a skill" is all you need, when combined with the other elements. Beacuse it doesn't matter if the character succeeds or fails -- it can be funny either way. Sure, it's simulationist, but it's a GOOD simulationist design -- playing it is like being inside a Warner Brothers cartoon.
Toon is funny to play. I've run it and played it, well into my later years. You have to like slapstick and the sort of things in traditional cartoons, but it does do the job. Once could do worse than to steal the ideas from Toon.
On 3/27/2002 at 4:27am, xiombarg wrote:
RE: Funny games (and the Temple of Ass)
Jared A. Sorensen wrote: Besides, as a "cartoon game," Toon is...well, it's not. Joshua Neff and I talked at length with one another about this at GenCon 2001. Toon is a fairly hum-drum scenario-based game. It's old-school gaming and it shows. Instead, it should be wilder, more anarchic, more free spirited.
Jared, have you actually PLAYED Toon? For someone to not describe Toon as anarchic... well... no pun intended, it boggles me. Any game that encourages the GM to essentially flip a coin to make a decision is hardly "structured" by any stretch of the imagination.
On 3/27/2002 at 5:54am, Mike Holmes wrote:
RE: Funny games (and the Temple of Ass)
"Tragedy is when I cut my finger. Comedy is when you fall into an
open sewer and die." --Mel Brooks
Of course Paranoia is designed to make the player laugh by making his character die. Or at the very least, this should make the other players laugh.
Mike
On 3/27/2002 at 3:12pm, Mytholder wrote:
Re: Funny games (and the Temple of Ass)
Clinton R Nixon wrote:
I commented that Hackmaster isn't really funny - it's funny to read, of course, but it's not fun or funny to play. My suggestion was a game in which players get bonuses for describing in play tropes that sound like Hackmaster. "I make my Save vs. Traps, Trickery, and Trulescence, adding +5 for my Potion of Prolific Protection!" The actual system would be a simple roll, even as simple as "roll 1 d6, and try to get 4 or higher. GM grants bonus dice for good game description."
This would allow people to say funny things, without being bogged down in truly cryptic gameplay, which is what Hackmaster is (a morass of cryptic gameplay.) The owner's eyes lit up - he realized what I was talking about.
Mornington Dungeons, basically...
The system: Declare what you're doing and roll a d20On a 1-15, you fail. However, you can "remind" everyone else of a rule that applies in this situation. The other players can come up with increasingly obscure exceptions and sub-clauses to the rules. Once accepted (i.e., once everyone has declared one rule), the action resolves, and all rules must be followed.
Example of play:
Player 1: I jump over the pit.
GM: (rolls dice). You fail and fall. You die.
Player 1: Did you take in the +2 bonus for my running leap?
Player 2: You'll have to make a save vs ceiling clearance, 'cos we're in a dungeon.
etc etc.
Hmm. Not quite as hilarious as it might be.
On 3/27/2002 at 3:20pm, Mike Holmes wrote:
RE: Re: Funny games (and the Temple of Ass)
Mytholder wrote:
Mornington Dungeons, basically...
I'm missing the referrence.
Mike
On 3/27/2002 at 3:35pm, Mytholder wrote:
RE: Re: Funny games (and the Temple of Ass)
Mike Holmes wrote:Mytholder wrote:
Mornington Dungeons, basically...
I'm missing the referrence.
http://www.ciphergoth.org/writing/mornington.html will spoil everything, but will explain the reference. A google search will be much more enlightening.
On 3/27/2002 at 7:45pm, Jack Spencer Jr wrote:
RE: Funny games (and the Temple of Ass)
I'm posting something quick w/o reading the other nine pages of this thread. Hopefully this is still on topic.
In a Clive Barker story (Frog of Babylon or something like that. It's in his collection In The Flesh) there's a quote that describes the difference between comedy and tragedy. It when something like, in comedy the characters must act as if they believe every ridiculous word. It is tragedy that requires laughter.
This, I've noticed, is true. Think of a sitcom when something silly happens to someone. They act as if they take it seriously. In a drama, if a similar event happens, the characters may laugh at it.
Or something to that effect.
Now, I'm not sure how this applies to RPG but RPGs are tough in that the actors are also the audience. The audience gets to laugh, the actors don't. Closest I can think of is Ron's description of his game of Wuthering Heights. The characters took what was happening seriously. But I'm not sure about that.
Someone had suggested that most humor in RPGs during actual play usually is of the MST3K variety. The players cracking jokes about the in-game events.
Hopefully I've brought something to this thread.
On 3/28/2002 at 3:23am, Bailey wrote:
RE: Funny games (and the Temple of Ass)
Just to brag, I'd say that TFOS has allowed for some great sitcom style laughs because that's exactly what the game is. The foreign guy at school is from another dimension and really has no clue about earth culture. He tries to fit in but only gets accepted by the social misfits. Hijinks ensue. Two years before the Seinfeld episode aired, our characters had the contest.
It worked in Ursei Yatsura and in That 70's Show. And it works as a game. Also because it is played by a clique of friends with some shared experience it offers ample opprotunity for in-jokes which most gamers seem to love. Best of all, it never relied on "talking to the camera" which is another things that other gamers seem to dig more than me.