Roleplaying the silly way

I want to talk about a couple of games I played this year that deviated quite dramatically from the script of what I’d normally play. Both of them pretty silly games, in different ways. Both of them really enjoyable.

The first is Grunting: the Race for Fire, by Jennifer Spencer. The game is about playing cartoonish cavemen on a quest to get fire for their tribe. The game has some unfortunate aspects, notably some pretty sexist tropes in the background material (which our GM, Triskellian, mercilessly stripped out: quite right too). But I’m here to talk about what I enjoyed about it, so I won’t dwell on those.

Grunting requires the players (not the GM) to speak only using a limited list of caveman words, which are provided at the start of the game. The words are pretty elementary, stuff like “Bam” (stone) or Nurrr (dark). Even when speaking to the GM you must only use these words. (You are allowed to write notes to the GM in your normal language, but it’s more fun if you don’t.) This simple rule is the core of the game, and almost the entirety of what makes the game fun.

I don’t mind telling you, when I started playing the game I found it next to impossible to understand my fellow players. Everything they said involved a look up, furrowed brow, followed by the same again as I attempted to reply. The game could really have helped with this by providing an alphabetised list of words (alphabetised by caveman word and by english word). Instead they are organised by conceptual groups, which is no help at all when you’re trying to translate from cave speak. But after a while, I started to really get the hang of the vocabulary and the game began to flow.

The actual action in the game is pretty simple. Kill a sabre tooth tiger by throwing a rock. Steal fire from the other cave-folk by lighting a burning torch. That kind of thing. But it is surprisingly entertaining just sitting trying to explain your plan to the other players in cave-speak, or trying to understand them. Indeed, there is entertainment value in trying to come up with a plan that can be communicated in cave speak. Moreover, you can make up your own words, but of course you can only explain them to other players using existing words, which is itself fun and sometimes hilarious.

The other game I want to talk about was made up (not published) and run for me at a con by Cuthbertcross. It is called Burt-EE, and is basically Wall-EE the roleplaying game. Now I haven’t seen Wall-EE so you’ll have to bear with me if this sounds like an excessively elaborate explanation. You’re all playing service robots on board this massive cruise liner in space. There’s various kinds of service robot: the little welder-bots that whizz around on monorail tracks, the bulky storage-bots with a belly full of tools, the zippy little butler-bots that serve drinks, and so forth. They all have amusing names that reference their function like Burn-EE the welder bot.

Anyway. Before going further it’s probably important to mention that we played this game with an eight year-old, one of Cuthbertcross’s kids. I can actually hear some of you wincing at that. But the game went perfectly, and indeed was maybe even enhanced by her presence. There isn’t too much to say about this really but I thought it worth saying!

The action of the game was, again, very simple. Get given tasks to do, do the tasks. Slowly become aware of something awry with the ship. Decide what to do about this. The fun came from your typical childish pretend-play stuff: talk in a robot voice. Pretend to be someone whose whole role in life is to be a storage container, and imagine what their perspective on life might be. Come up with innovative uses for your single super-power (you can probably imagine what these were from the robot descriptions above). Make lots of puns ending in EE.

Bringing it all together, I have been surprised at how much enjoyment I can get from just silly, light-hearted play based on a simple (though unusual) concept and just basically messing around in character. I have always assumed I would find such play rather tedious, but in practice they were immensely enjoyable. Indeed, I only agreed to play Burt-EE to make up the numbers (sorry Cuthbertcross, if you’re reading this!) but found it was actually one of my favourite games of the con.

What’s my point? Roleplaying games throw all sorts of elaborate mechanics and high-concept stuff around, hoping to engage their jaded audience. But these light-hearted concepts encourage players to discard their usual inhibitions and throw themselves into make-believe. The simple pleasure of doing a silly voice and playing a silly character, the stuff that you enjoyed as a kid and maybe the germ of what got you into roleplaying in the first place: imagination.

Josh Fox

Rabalias grew up wanting to be a pirate. But a band of evil bureaucrats kidnapped him and forced him to work for The Man. Even so, Rabalias was patient and cunning. He escaped by gnawing his way through the walls of his prison and concealing the hole behind a picture of cthulhu. He fled to the coast, and stowed away on the Black Armada, where he worked his way up to the rank of Admiral.

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