#RPGaDAY, Last Year: Day 17 – Funniest Game You’ve Played

One year ago today, the topic was Funniest Game You’ve Played. I really haven’t played much since that post, so the answer will remain the same.

The thing about humor in games is if it’s forced, it’s not funny. That’s why I don’t go for comedy games. I prefer the humor to come up naturally within a game. To put it in movie terms, you know Michael Bay’s Transformers? The first one? There’s the government agent guy and he’s the forced humor in the movie: an overacting cartoonish insult to the audience’s intelligence. But there he is, somehow stripped down to a Superman-like-logo t-shirt that he’s wearing and goofy boxers! Isn’t that hilarious? Oh, and now he’s being peed on by Bumblebee. Haw haw.

That type of thing is just painful.

That’s been my experience with comedy RPGs. Instead of the funny just happening, it’s pointed out.

head of vecnaSome of the funniest bits have come from games where people are playing it straight and serious. Eric vs. the Gazebo. The Head of Vecna. That one thing where two Call of Cthulhu characters wound up being eaten by a ghoul because they kept fighting over who was going to use a shotgun on the advancing creature until it was too late. All stories from games that were played straight.

Too many funny moments come from non-humor games, like in our serious Blue Planet game where our down-on-her-luck waitress, who was built out to be incredibly observant (like Shawn Spencer from Psych) never, ever, ever once succeeded on notice or spot or observe something roll. All these points, all this effort to fit a character concept and the dice constantly betrayed her. Each time Amy rolled to notice something, the table cracked up in laughter.

Or the Shadowrun 4th edition game where a rigger using a drone with twin machine guns firing, firing, firing at a ghoul jumping off a building to the street – and every dice I rolled for the ghoul’s dodge comes up a success. We pause the game as we recover from the ninja ghoul breaking the game.

Amidst a carnival in Lacuna, where cockroaches are pouring out of exploding balloons and clowns and someone says something completely that fits right in with the situation but those of us around the table, a step removed from the action, suddenly realize how bizarre that comment is and we laugh, louder and longer than we would in, say, Toon.

No, give me a serious drama and the sparks of humor shine a bit brighter. Give me a Game of Thrones episode and a contemptuous smile by Tyrion at just the right moment. That’s what I like.

#RPGaDAY2015, Day 16: Longest Game Session

I don’t recall what was the longest game session I’ve played—the first time I encountered a roleplaying game I was twelve or thirteen and I know that I’ve experienced quite a bit of gaming since then. Games in college would last up to six hours with my friends and I gathering for an afternoon (and the requisite pizza break). But, none really stood out as a long game session.

Maybe that thing back in high school.

I still remember the last name of the guy who invited everyone over: Smet. SmetCon was this guy inviting over two or three groups of gamers to his house one weekend afternoon, where he was going to run us through an adventure. Perhaps a dozen players were there. Make the most powerful AD&D character you can at whatever level. So I made a druid, which I never played before, but at that level would have been super powerful if any element of the adventure took place outdoors. It turned out to be a dungeon crawl. ((Yeah, I was kind of a stupid kid.))

Anyway.

Our large party decided to split up so our characters could cover more ground—which naturally meant that half of the players had to be sent out of the room, because “you get to have no fun for a while” was the accepted method of playing RPGs back then—and then the game slowed to a crawl as the two groups decided the heck with plundering the tomb of whomever and decided to set up traps and kill each other off.

960It could have been awesome, but we were all pimply-faced teenagers and it turned into a crappy afternoon if you were on my team’s side, who seemed to have longer gaming timeouts than the other (although I’m sure that’s because the “you have no fun in the other room” time seemed slower than actually doing things at the table), and one egregiously asinine moment when the red team successfully detected an anti-magic force field thing you could pass through which disenchants everything ((This is the type of bullshit we had to put up with in the early days of Dungeons & Dragons. Did you know that Gary Gygax’s first game with his children had them finding a huge chest full of coins and treasure, but the chest was too heavy for them to move? What a dick. No wonder so many people approach the GM/player divide as adversarial roles instead of as a collaborative one.)) so they teleported to the exact opposite side of the field in an attempt to fool any of us who could track them into thinking they walked right through. Of course, when our team investigated the barrier and—not finding anything odd—we passed through, we didn’t notice the instant neutering of our magical glowing and floating stuff. We were all near 20th level: the half of our gear that didn’t glow actually spoke to us. Hell, at least one adventurer had a bunch of magical pebbles that were orbiting his head.

Cue the inevitable cries of foul from teenagers going through puberty once the subterfuge “and none of your magical items work” ambush was sprung.

Crazy kids.

That might have been it, but it’s one of the few games I actually played in and one of the few games in which I, and half the players, were sent away to not play the game while playing the game ((?)) which is why it probably seemed so loooooong. Thing is, I didn’t learn from that—in the college games, I still regularly sent people out of the room to have No Fun until much, much later when I realized that I characters keeping secrets from each other is far more rewarding when the players know what’s going on.

#RPGaDAY, Last Year: Day 16 – Game You Wish You Owned

Last year on #RPGaDAY, I wrote about the Game You Wish You Owned and this year, I revisited the question in the Day 9: A Licensed RPG post. Here’s what I wrote last year:

What game do I wish I owned? That’s pretty easy. It’s an official Crimson Skies RPG.

Originally created as a miniature war game, set in a post-Great Depression no-longer united United States of America, where air travel is the most common mode of transportation, air piracy abounds!

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Real-life pirates of the 16th century. Crazy Nazi prototype aircraft. Old Errol Flynn movies. Swing music. Black Sheep Squadron. The Flying Tigers. The Hell’s Angels. Indiana Jones. Betty Page. Vargas and Petty pin-ups. The golden age of Hollywood. The 1930s in America was the last truly romantic period in modern history.

I would play the crap out of this game.

It’s got to be something slightly more complex than Fate – I want to tinker with my plane, like you did with Car Wars. Yet it’s got to be faster to play than a game like Shadowrun or Pathfinder, so combat actions have to flow quickly – no multiple charts and steps to determine the outcome of fights. Because this game is full of action. Two-fisted action.

It also has intrigue as it is nation versus nation: which means spies, femme fatales, and all that good stuff.

The Crimson Skies RPG is set up so each player has their guy in the game, but not every scene has to have all the characters present at a time. Cal’s character is in there, so we give Emily control of one of the NPCs in the scene. Maybe she’s got an antagonistic NPC to run for the scene. Then after that, we’re at a thing with Emily’s and Ryan’s characters and Cal isn’t there, so maybe Cal gets to help run one of the important NPCs in that scene.

And the dogfights! Not every player is going to be flying a plane, so the dogfights have be quick affairs – fast, crazy blazing battles in the sky. It’s the problem with vehicle chases in other games: you’ve got the driver, someone shooting back, and maybe two other players whose characters aren’t really built for this so they just hang out at the table for twenty minutes while everyone else is driving and having fun.

Half the fun of Car Wars and BattleTech is the solo play of creating the vehicle or ‘Mech. I want that solo play in Crimson Skies to kit out your plane, if you’re playing a pilot. If you’re playing a non-pilot, you get to tinker with the air base you strike out of or the zeppelin you’re flying around.

Yeah, that’s the game I want. And if I can’t have that, I’ll take a game based on Cherie Priest’s Clockwork Century novels. Alt-history Dieselpunk, hell yeah.

A mirror of Microsoft’s old Crimson Skies website:http://firedrake.org/roger/csarchive/universe/index.htm