
Everybody enjoys a good laugh and most guffaws at the tabletop are incredulous reactions to the dice abandoning someone, or a particularly comedic character making their presence felt.
But being funny on purpose? That can be a bit of a challenge. Have no fear however, because the AaWBlog is here to help you with humor and the tabletop!

Artwork is coming in for another AdventureAWeek.com humor piece [The Great Pubo Hunt, the first module in the Varaktâs Halo Adventure Path, a foray into psionics recommended by Jeremy Smith, head of Dreamscarred Press! – MM] so between Mischievous Meadows and whatâs in the pipeline, a little coaching may be in order for GMs new to the territory of running a comedy.
Before we get into this, thereâs something you need to understand; it is at one time both very complex and mundane, simple and complicated, easy and hard. Being funny is something that eludes many people (we know who they are) for far too long a time, and it is often cited as the most difficult type of material to write.
Are you prepared for the secret?
Foot
Thatâs how I remember it. If you want to get really into the first scholars that took a genuine whack at finding the proverbial funnybone, I very, very strongly recommend going to a good library (preferably at a universityâjust walk in, nobodyâll bother you) and start reading up on Francois Rabelaisâresearch his academic pursuits, not literary ones.
But thatâs the secret to funny and to be a little less foolish about it, one can think of it as inversion. When you hear something come from someoneâs (or some thingâs!) rear end, it is funny because bodily sounds are associated with the head (where our mouths and ears are). This is why many jokes have trouble crossing bordersâthe related idea is an inversion of a cultural belief, bias, or tradition that the subject may not relate to.
Knowing something abstract like that and making use of it is another matter entirely, but to help guide you along when youâre rolling dice at the table, here are a few tips:
1) Critical Rolls, Good or Bad
When the moment is rightâstrike! A great punchline should be waiting for the success or failure of critical rolls if you can swing it. Weâre not just talking about critical hits here, weâre meaning to say, âanything of consequenceâ.
If the guard chasing the PCs fails their jump check, donât simply tell them that he doesnât make it acrossâtalk about how he grabs onto the edge of the building, but itâs too slick with bird droppings and he slips off, cursing profusely as he falls onto the street below!
2) FUIs (Frequently Unfortunate Individuals)
There are some people abandoned by the dice and while itâs funny to crack a joke sometimes about their horrible luck, donât overdo it! This doesnât prohibit examples from above eitherâencourage humor but donât saturate everything youâre doing with it, or the effect gets degraded.
3) Tone
Unless your goal is to put on quite a unique, vaudevillian show for your players, donât let them forget that the adventure is still an adventure and not just a goof off session; the PCs actions have consequences and they can still die. The perfect mix largely depends on the proclivities of your group but above all, remember thisâthat secret above can kick, too.
As always, the HAVE FUN Rule is in effect, but it seems a bit redundant for todayâs considerations. đ
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