Injecting Humor Into the Adventures

DeHammer

Mongoose
I'm looking for some advice & ideas along the thought of injecting humor into the adventures. I know I want some... I know I still want things to be taken serious though too. Has anyone run into issues with adding humor or quirkiness into their adventures with Traveller? Is there a good or bad way to do this?

My sense of humor is a bit dry, I tend to find laughs in a bit of subtle silliness. As an example... I have a concept for a custom mission / adventure built around the whole 'Nigerian Prince' scam.

One of our party members is going to be excited about an opportunity to make a good haul on a mission, but he can't tell the other players exactly what's up until they are on their final jump to the target system. After they have already been through a few shenanigans to get as far as they have... he will then reveal that they are on a mission for the Princess of Nigjezzria. She is seeking to flee her system which is now under the control of an evil baron. But she wants to first get her family's fortune off world, and has enlisted the party to help her. Half our players are IT guys so I think they will get the reference pretty easily. Of course, it's going to turn out to be a totally legit mission. But I want to hone it so there's this moment where they recognize the old scam and are like 'Oh no. No,no,no..."

Advice? Examples of successfully adding some humorous moments?
 
You can add humour to your roleplay, the theatre has been doing this for centuries. What makes it funny is usually cultural interpretation. You can think of gaming as being a culture in it's own right, and make your own puns based upon player's gaming expectations and observations. Being totally legit in an unusual routine or place can be quite successful. I have GMed games where the players encounter locked doors that have the words "To Unlock, more XP required." Or, encounter an armoury called "The Critical Hit," or a Tavern called "Snake Eyes." These can prompt reactions of amusement. Absurdity and Surrealism works quite well in situations that demand roleplaying, action and narrative. Casual introduction works better than any forced punchline - there again, sometimes the players can be wittier than the GM's narrative. Good Luck. You can have your own "Mad Hatter's Tea Party" around the gaming table.
 
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