Friday, November 12, 2010

The Serious sides of Gamma World/Mutant Future

Today in his “Free Friday” post, James over at Grognardia started a discussion on taking this genre more seriously, pointing out a Jim Ward article at “Wizards of the Cost (spelling mine).”

This hit home for me, as it reminded me of a bit of a conundrum in my recent attempts at doing a Metamorphosis Alpha game (using Mutant Future). We have played around four games or so far, and in the most recent game a couple of weeks ago the party came close to where they are going to exit the level and find out about the world “outside” the fields they know. The next session should be both interesting and exciting as they find out they are on a spaceship, and just how large the universe actually is.

But as far as Grognardia James’ post is concerned, it really struck a chord with me. You see, those first few games came off just so goofy. We had big fun with the powers and disabilities (nobody wanted to be pure human because we had such a gas with the random mutations), and character creation was a hoot. Unfortunately the hilarity did not stop with the wacko mutations.

In Gamma World and Met. Alpha games of my youth, we had some giddy fun, and there were laughs galore in the games. But we always approached it with a certain degree of seriousness. There may be insane powers abounding, but the game is still set in an apocalyptic setting. It is a game of survival even more than D&D, and at least in the case of Gamma World you are adrift in a decaying world full of danger. Now, I actually played in Cyclopeatron’s Gamma World (my first time sitting down as a Gamma World player in around 30 years) one-shot earlier this year, and the game was full of good chuckles. But even though this GW setting was more akin to what you would find on a classic heavy metal album cover (our characters were mutated rock stars of the far far far future), and was almost more high fantasy than any kind of serious science fiction, it managed to find enough of a dramatic tone to balance out the goofiness.

But goofy is just how my first few of these recent games I ran. But before this most recent game I put my finger on the button of what kept certain seriousness from drifting in along with the crazy mutants. And what the problem was comes right down to me. You see, without even thinking about tone, I went into the games laughing more than anybody. And I set the scenes and encounter with a certain comedic tone without even realizing it at first. All the laughing is great, but this isn’t fucking Toon or Paranoia or some other game where laughs are first and foremost. It’s basically Gamma World, and it should be more frightening and chilling than pure guffaws.

So before this last game I decided that the world could be as goofy as hell, or whatever the players wanted out of it. But for me, as GM, I needed to try and not share in the laughs. I had to approach my game setting and the session more or less serious as a heart attack. Instead of describing an encounter with a flock of sheep that turn out to be carnivorous with a big grin on my puss, I need to think in terms of just how scary this could be. A pleasant postcard scene of sheep on a hill, then suddenly this flock is tearing into you like fluffy wolves. Lovecraft could easily present this weird situation in a non-goofy manner, so why can’t I?

The funniest movies are the ones that act like they are not in on the joke. Austin Powers was funniest in the first movie because he wasn’t in on the joke like he seemed to be in the later films. And the funniest Jim Carry movies have everyone in the foreground talking about some serious matter, while in the background Ace Ventura is jumping around with an alligator or whatever clenched on his ass. Or, you can even turn that around a bit. The home invasion and rape scene in A Clockwork Orange has in modern times become sort of a comedic punch line, but at its core it is one of the most frightening scenes in any film ever made. It all depends on approach.

So in the last game I took a more serious stance, and although the players still had a jolly good time with their sicko super powers and crippling disabilities I think there was a bit more respect for the setting, and what I was trying to do with it.

The things that happen in any role-playing game very often elicit laughs and humorous ironies, but sometimes it is best if the GM doesn’t act like he is in on the joke.

6 comments:

  1. You know, I find myself mulling over something similar when I think of running GW/MF...what's the proper level of goofy/horrific/serious/etc.?

    For me, part of the effectiveness of the film The Road Warrior is how ridiculously insane the world as presented comes across...and yet it is all deadly earnest for the characters, for obvious reasons.

    Your mention of Lovecraft has merit--I think an effective approach would include somehow evoking a real sense of "a world gone mad" that actually examines what that phrase implies rather than tossing it off, movie tagline style.

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  2. Road Warrior is a good example, but other settings like Planet of the Apes set a good tone for how to run it too.

    Face it, on some levels Planet of The Apes is pretty silly, but like Road Warrior, it's taken quite seriously by the people in it.

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  3. After reading your post, I am now imagining a Metamorphosis Alpha game where it's all light-hearted mutant zapping fun until the players find out that they are on a huge space ship.

    And then, not only do they learn that they are on a huge space ship, but that the ship is damaged and that currently hurtling toward its doom. Heroically they try to make repairs or change course, or abandon ship, but there is no escape and it is only a matter of time before the whole world that they knew will be gone forever.

    Yikes...

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  4. I totally agree -- I think the DM should always keep a "poker face" as much as possible. JB recently discussed the same thing in regard to TPKs and character death -- that we DMs should not gloat over or laugh at PCs. I wholeheartedly agree -- a poker face keeps the players guessing and in suspense. As you say, they will find things to laugh about anyway.

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  5. Jays: The Road Warrior had that nice touch of dark humor as well. Almost every death had that goofy, Clockwork Orange ultraviolence tinge. Perfect for GW no doubt!
    Eli: Good point on POTA's. Often forgotten in this genre. That dark humor. Remember early on walking in the desert away from the ship, Chuck Heston going on with this weird, grim laughing speech about how fucked they are. Nice.
    Dan: A lot of fun in the level they are in is all this weird year-long weather problems, as this part of the ship and it's eco-science begins to fail. This is why frozen crewmen are being awakened, and the party should meet some next game as they leave the level.
    TimeShad: Well, y'now, not too cartoonish (friggin' Thundarr the Barbarian), but not cancer-serious either...
    Carter: In the ongoing AD&D I don't do enough of that poker face (and to be neither friend nor foe). But one or two of my power gaming players is making it hard not to squint and grimace.

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