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((
Amusing Adventures Vs. Silly Scenes ))
Part of
the problem in using funny elements is knowing when to stop versus when
to keep going. Essentially, do you angle in for an amusing adventure,
or do you settle for a silly scene?
Reading
your players will tell you a lot. And, even better, simply asking them
for feedback and being open and communicative will reveal to you how
to run your game. If they long for Star Wars accuracy, you'll probably
want to achieve the level of humor that Han and Chewie or Threepio and
Artoo became famous for. If your players just want a good time and you
feel you can do so through a funny adventure then, by all means, go
for it!
I've broken
this section into: Scene Ideas, Adventure
Ideas, General Game Tips
[
places | home | conclusion
]
Scene
Ideas
- Read
the preface to this supplement. The scene described there is actually
taken from a true to life story that occured on a train that travelled
in Ireland from Dublin to Waterford. It was a funny thing that happened
on an otherwise entertaining trip to Ireland. It was a case of a normal
situation being made abnormal -- becoming the unexpected and amusing.
- Utilize
spot characters; that's why the "Characters" section is
in the supplement. It's not uncommon to see a Jedi with a beard and
in brown robes. But what if that Jedi suffered from multiple personalities?
Or what if the Jedi proved to be an amusing con man posing as a Jedi?
There are ways to advance your story and add a character that will
let your players have fun. Prozac popping padawans are inherently
kind of amusing, I think.
Adventure
Ideas
First
Thing's First
- First,
keep in mind that goofball adventures generally won't go over terribly
well. Players want realism and humor. There's a difference between
slapstick funny and situationally funny. Always play up the humor
in a situation. If you can't see a pie in the face, will a pie in
the face really be all that amusing? So keep your adventures like
you always would, but expand the premise from earlier to a larger
scale. Make a normal adventure abnormal. A character that runs from
the start to the end of an adventure might be a way to keep the rest
of the adventure normal but have a vehicle to inject some humor into
an otherwise normal adventure.
The
Actual Ideas
- (1)
The Midget Menace
Necessary characters: Any number of Rebel operatives or local security
forces or mercenaries who fight only for noble causes.
Basic plot: A new crime lord is causing havoc for local Tatooine businesses,
forcing some owners out of business completely. His stiff "taxes"
are hurting the economy but lining his pockets. No one has seen this
mysterious leader, though a Hutt is expected for obvious reasons.
A team is sent to find him and bring him to justice. The team is sent
to a small village outisde of the Cliffs of Taloon, kilometers from
anything else ressembling civilization. After witnessing a small Jawa
Tossing tournament in town, the adventure leads them into the cliffs,
and they discover a series of caves that lead into a large cavern
where, somehow, a large metal palace exists. After a series of strange
mishaps and encounters with unique droids and technologies, they finally
enter the chamber of the lord. In a scene straight from the Wizard
of Oz, the players are confronted with a being they have no knowledge
of. However, behind the curtain, the real genius is none other than
Tootlik the Jawa, a nine-tenths-of-a-meter tall Jawa with a bad attitude.
- (2)
What's Worse?
Necessary characters: Any group of Rebels that have a fairly average
or strict demeanor.
Basic plot: An Imperial probe has crashed on an outlying world where
the Rebels have been building some small bases. It's believed that
things are fine, but the probe must be found. On the way, the players
discover a hermit Gungan who is the only one who knows the terrain
well enough to lead the players to their destination. As the GM develops
the adventure, the players are forced to wonder what's worse: struggling
lost through the creature-infested woods or listening to the Gungan.
General
Game Tips
- Make
seemingly normal situations actually turn out to be very ABNORMAL.
Think about an episode of Seinfeld and how a normal thing like going
to get soup couldn't ever be normal in that show because some bizzarre
line cook was playing the role of a "Soup Nazi." Making
muffins can't be normal because Elaine had to cut the tops off the
muffins off. Parking a car couldn't be normal because some guy tried
to pull in improperly to cut George out of his parking spot. Just
turn a normal situation into an abnormal situation, and you'll be
surprised how funny it can be.
- Always
be willing to go with the flow as a GM. Many times, if a player
is bored with a game, he or she will try to make things interesting
for him- or herself by seeking out funny things to do. Don't discourage
it. So what if your plot point takes another adventure to develop?
The players have fun, and that's the key.
- Don't
overdo it. Pretty simple and self-explanatory.
- Don't
overthink it. Part of why I included the random character generator
was because it doesn't let you think about what's funny. Oftentimes,
the funniest things come about as a result of happenstance or sheer
luck. Creating absurd concepts creates absurd concepts. Harnessing
the absurdity of randomness creates humor.
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