Case Study: DIscworld
Kind of a follow-up to my last post. I can see why a lot of comedy games fall flat, in much the same way that I've seen a lot of horror games fall flat. (no pun intended) Every time I've seen an interpretation of Discworld for a tabletop RPG it has been a thin veneer of the people and places from the setting thrown over an existing rule set which has been designed for a very different style of storytelling. D&D is not a good fit for Discworld, the core mechanisms of play are too serious, too self important...I guess that makes it ripe for violation, but with the rules lawyers I've encountered over the years there's a really good chance that any violation won't be considered benign. Sure you could house rule ideas into the system and establish them as canon in a session zero, but that starts drifting away from the rules as written. It's not quite as bad as the " D&D/Green Lantern " post I made a few days ago, but the same kind of compromises ...