I’ve spent a lot of time over the past few months talking
about things I don’t like to see in D&D. (See Here) So this week, I thought
that I would talk about something I love to see in every campaign: Comedy. I
find that sometimes players can get too wrapped up in their character,
their back story, and in the adventure at hand. Thus, just like many serious
movies and television shows, it is important for DMs to work in a few moments
of comedy to break up the tension and let the players have a good laugh.
Sometimes this is provided by the PCs themselves without any help from the DM (and that’s a good thing) but other times the DM needs to step in and make
something a little silly, or unexpected, or down right hilarious happen. And,
after a few years of practice, I have found that the easiest way to do this is
to introduce a new NPC to the adventure.
While there is nothing wrong with having an NPC show up
for the sole purpose of making the players laugh for a while, the NPC doesn’t
have to be labelled “Comic Relief”. That is to say that they don’t have to be a
one-trick pony. They can have many uses and even switch back and forth from
silly to serious. However, once players get a sense that an NPC is comical,
they tend to expect that NPC to go on being comical all of the time. (Incidentally,
this is a great vehicle for a DM to implant a spy or traitor into the midst of
a group and gain their trust quickly.)
To illustrate what I mean, let me give you four examples
of NPCs I have used/witnessed in the past that have been used to good effect:
Squee
Originally, I introduced Squee the Pirate Goblin to one
of my campaigns because a couple of the players were acting like complete asses
and I needed to give them a kick in the pants. Thus the party hired a pirate
ship to sail them from city A to city B and Squee was the first mate. During
the course of the voyage, my mischievous players attempted to pull-off several
pranks which were not only foiled by Squee but usually ended up doing more harm
to the perpetrators than anyone else (think Wile E. Coyote). This resulted in an improvised assassination
attempt on Squee which failed hilariously. Afterwards, Squee and the other
pirates left the PCs marooned on an island.
As you can see, what began as just a comical foil
character quickly developed into a conduit to maroon the PCs on an island. As
the DM, I was planning on the PCs being left on the island from the beginning
but was originally going to have the ship sink in a storm and have the PCs
wash-up on shore. I believe that what actually happened was the better story
and we all had a lot of fun besides.
Taloon Sargon
From time to time a character named Taloon Sargon shows
up in my Forgotten Realms Campaigns. He usually presents himself as a simple Half-Elf Bard looking to tag along with the PCs for a short trip. However, in
my Faerun he is really a demi-god servant of Mystra and he loves getting the
PCs into no end of trouble. In fact, I have often described him to my players, usually after the fact, as my “Q” character from Star Trek: The Next Generation. He is funny, witty,
can be temperamental from time-to-time, and almost always wants to challenge
the PCs in some way that they don’t expect.
With his demi-god powers, Taloon often sets up riddles or
dungeons that the PCs must solve in order to learn something they need to know
for the campaign ahead. This makes him not only a comical and mischievous NPC, but one that the
players will look back after the fact and say, “he might have been a pain in
the ass but I’m glad he helped us out”.
The Gully
Wizard
Once upon a time in a Dragonlance campaign, our party
came upon a Gully Dwarf who could mysteriously cast many magic spells. In case
you don’t know, Gully Dwarfs are often lucky if they have the intelligence god
gave a rock and usually have no greater ambitions than picking their next meal
out of a garbage heap. But this one was different. This one could string together
mostly coherent sentences, he could cast spells that put our party wizard to
shame, and he even provided us with some much needed magical transportation. The only
drawbacks were the fact that he was naked except for a robe, smelled like week
old fish left out in the sun, and carried around a petrified lizard with which
he liked to hit people. It was only later that we figured out that the “Gully
Wizard” was in fact a normal Gully Dwarf who had just happened upon the dead
body of a powerful wizard and had collected his stuff which included several
wands, a Robe of Intelligence, and the legendary Staff of Magius!
In this case, I believe it was finding the legendary
staff which was the point of the whole encounter. Although, I have to admit
that the phrase “stiff lizard, bring you back from life!” has stuck in my head
for the seventeen years since I met him.
Tommy &
Turkish
(Note: these two NPCs make a lot more sense if you’ve
ever watched the movie Snatch written
and directed by Guy Ritchie) While traveling along a road, our party
encountered two Gnomes driving a wagon. They introduced themselves as Tommy and
Turkish and told us that they were traveling merchants. When one of us asked
what goods they dealt in they told us, “garden humans”, and then proceeded to
pitch to us all of the many fine uses one could have for miniature painted concrete
humans with silly hats. It was enough to send all of us players into fits of
laughter.
Thankfully, they also decided to hire our party on as
wagon guard (only the best for the garden humans) and we had a lot of fun
trading jokes on the way to the next town. I also want to mention that several
of us did end up purchasing garden humans from the gnomish pair and would later find
them very useful as dungeon tools and improvised weapons.
In conclusion, I want to stress that good DMs know when
to use comedy and when to get serious. Good DMs also know how to get the
most mileage out of even their silliest NPCs such as using them as vehicles to
get to new parts of the story/adventure.
These reminded me of a character I played in a campaign 20-odd years ago. The story took place in a classic D&D world, but the world's elaborated back story allowed for some technology, though only a certain character class ("technos") understood what any of it was or how to use it. My character was a simple farm boy pretending to be a merc. We found an old library and the GM describe what was to be a computer monitor mounted on the wall. The techno in the group excitedly exclaimed "a terminal!" as these were very rare and very necessary to our campaign. I immediately attacked it with my pole axe. The guy playing the techno was practically foaming at the mouth as he yelled at me and tried to understand why I'd do that. In character, I calmly explained, "You said it was terminal. I killed it for you. I saved your life. You owe me." He tried to get the GM to assign electrical damage to me for attacking it, but since I used a cheap pole axe (wooden handle) I was safe. He complained that my character wouldn't have known about electricity so I wouldn't have know to use the wooden handled weapon over a sword, so I had to explain (in character) that I'd never seen a terminal before and since it was unknown to me I chose to use the longest weapon I had to keep it at a distance. He vowed revenge. This was the beginning of a grand campaign of me trying to find new and creative ways of killing off the techno. The cleric was allowed one "raise dead" spell per day, and he always used it on the techno every day. I never directly attacked or killed the techno myself, but always in a manner that fit into the story and my character's personality and intelligence level. Everyone but the guy playing the techno loved it and always had a great laugh, though even he eventually got into the spirit and would occasionally "accidentally" take the necessary "wrong" step to set off one of my "unintentional" traps.
ReplyDeleteThe comic relief of a campaign I'm in comes fromthe elf sorceror being the butt of many jokes. To be fair thoguh, the player is fine with this and he started it when his character introduced himself once as "Stealthy Elfy"
ReplyDeleteMany years ago I introduced a insane halfling weapons dealer, he has a lot of vocal quirks and runs the traveling Weapons wagon Crazy Ackmed's, the wagon itself looks like a color explosions gypsy vardo . He was intended as a one off but my players all raved about him and in the next campaign almost immediately set about trying to locate the current whereabouts. The NPC has a ton of knowledge of magical items especially weapons, but the trick is to be able to get a coherent answer out him. I have never been sure if its the actual NPC they like or the way I role play him hahaha. He has been a mainstay for some years now.
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