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.
Still Out There, a Short Update
8 years ago