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Guest Post from Rob Dircks: 8 Ways to Make Your Writing Funnier

Pictures of the book Where the hell is Tesla by Rob DircksFirst, I didn’t set out to be a humorist. And I’ve only got one sci-fi comedy novel so far, Where the Hell is Tesla?, so I’m not sure I qualify as anyone you should listen to. But I’ve always loved funny sci-fi, like Douglas Adams’ The Hitchhiker’s Guide to the Galaxy, or John Scalzi’s Agent to the Stars, or Pratchett and Gaiman’s Good Omens, and I love the process of writing humor. It seems like a fit. I’m sticking with it.

Along the way, I’ve learned a ton from great writers, and great teachers, and from screwing up in every conceivable way. So here are a few of my favorite little nuggets that you might find it useful in your own writing:

1. Exaggerated Contrast.
Imagine you move into your new apartment, and you go next door to ask if they signed for a package you were expecting. You’re invited in, and you find yourself in the middle of four adult males playing Dungeons and Dragons. With costumes on. Hmm. This might make a funny story to tell your friends later. But let’s exaggerate the contrast more by making all four of these guys over-the-top-crazy-smart scientists who revel in everything tech and sci-fi. Now what’s your story? The Big Bang Theory. A huge comedy hit, in its ninth season. A classic fish-out-of-water story pitting poor Penny against the ultimate geek squad.

Or take Dortmunder, the cat burglar hero from the old Donald Westlake novels. He’s literally the only sane person in an insane world filled with incompetent crooks, bungling cops, and inept villains. The result? He had so much comic potential he starred in twenty-five novels and short stories.

Why does fish-out-of-water work? Because the greater you can make the gap between the normal person’s perspective (Penny, Dortmunder) and the crazy world’s perspective (the four scientists, incompetents in general), the richer the vein of comic possibility. And science fiction can be even better, as your worlds are only limited by your imagination. Just look at Hitchhiker’s Guide’s hapless Arthur Dent, thrust into insanity on a galactic scale. And in my novel, the “fish” are two regular joes who find themselves trapped inside an “Interdimensional Transfer Apparatus” ““ where each dimension they visit is strange, and rife with comic opportunity.

2. The power of three.
Take a look at this exchange between two friends on a bridge.

Murph smiles. “Look. It’s only forty feet, and the water’s plenty deep. You first.”
Andy peers down, with one eye closed, gripping the railing for dear life. “What are you crazy? No way!”
“Come on. Okay, we’ll jump together. It’ll be fun.”
Andy shakes his head. “No, It’ll be death. Forget it.”
“I’ll buy you Skittles.”
“Hmm. The big bag?”

The first time Andy says no is the setup, describing the conflict. The second time he says no, it ratchets up the tension and validates his convictions ““ there’s no way he’s backing down. And the third time is the release and the punch line ““ not only has Andy reversed, but he’s made risking his life contingent only on which size bag of Skittles he gets out of the deal. (He must really like Skittles.) That’s the power of three.

Let’s not stop there, though. Who did you think this was? A couple of teenage boys? Now imagine they’re seventy-five. Suddenly we’ve added exaggerated contrast to goose the humor (old guys don’t jump off bridges, and I don’t know any that eat Skittles). Even think about the word “Skittles.” Okay, it’s cheap comedy, but the sound of the word “Skittles” is kind of funny. Different. The way it rolls off your brain when you say it. Plus, their little exchange is also”¦

3. Two friends arguing.
Listen to Where the Hell is Tesla?‘s heroes, Chip and Pete, after Chip discovers directions to Tesla’s interdimensional portal in a journal and tries to talk Pete into investigating:

“So, you want to check this thing out, right?”
“F**k no. What are you, an idiot?”
“Dude. What could possibly go wrong?”
“Classic. Cut to scene of us in jail. Or scene of us dead. Or scene of us God-knows-where in space-time.”
“Well it would be space, not time. It would be the same time no matter where we went. It’s a dimension machine, not a time machine. ”
“Oh, gee, now I totally want to go.”

The comedy tradition of two buddies who love each other but bicker like an old married couple goes way back to Laurel and Hardy’s “here’s another fine mess you’ve gotten us into.” (I’m sure it goes back even further, like ancient Egyptians had plays about roommates who couldn’t agree on how many humps a camel is supposed to have.) Abbott and Costello, Crosby and Hope, Chandler and Joey, the angel/demon couple of Aziraphale and Crowley in Good Omens, and David and John in John Dies at the End. The list goes on and on and on.

Why does it work? There is something about friendship (which we all love) and bickering (which we all indulge in) that feels familiar, and when exaggerated, reminds us how the foils of life, the things we fight about, are silly and kind of funny. And it creates conflict where the stakes aren’t too high. And it allows us to live vicariously through characters who say and do the things we secretly wish we could in real life.

4. Surprise.
There are a lot of things I love about Audition, Michael Shurtleff’s book on how actor’s should audition for roles (though it’s really about how to craft a good story). But my favorite is probably what he calls “Discoveries” ““ remembering always to ask yourself “what is new?” Surprise creates new ““ and potentially funny ““ conflict in a scene. An example: deep into Where the Hell is Tesla?, Chip wakes up from a particularly shocking experience with a surprise: he has a new foot. A furry one.

“I don’t care. I’d still rather have no foot. Nikola, you’re a man of reason. Would you want a furry alien foot? Truly, deep down in your heart? Wouldn’t you rather have a nice pair of crutches? Or a hand-carved mahogany peg leg? Please cut this thing off, will you?”
“Chip. We are obviously not going to cut off your new foot. Can you not see even one positive thing in this?”
Hmm. I hesitate. I look down at it. “Well, it’ll never get cold.”

5. Don’t be afraid of slapstick.
People fall down. Kids accidentally hit their parents in the crotch with frisbees. Moms drop birthday cakes on the floor. And you know what? It’s funny. It just is. America’s Funniest Home Videos is based entirely on that premise, and it’s in its millionth season. So don’t shy away from it ““ embrace it. Have your main character slap someone by accident while making a point. Have your villain bend over and split his pants. Have your hero drink what she thinks is lemonade, until the lab guy tells her it’s poison, and she spits it out in his face. BUT keep it relevant to your characters’ personalities and motivations, so it’s not just a one-off visual joke. Because”¦

6. It’s not about “jokes.”
One-liners are for stand-up comedians and movies like The Avengers. Don’t get me wrong, I love the fun of The Avengers, but I avoid things like serious action sequences punctuated by zingers, like this one after Thor hits Captain America’s shield: “It’s all in the swing.” In fact, that whole trailer is a great example of joke overkill – there’s a snappy one-liner every five seconds. Be careful of “jokes.” Jokes are empty unless they’re a natural extension of the situation and the character’s state of mind.

7. Playfulness.
There’s a security in writing comedy, knowing that as bad as it gets, even if minor characters die, it’ll never get THAT bad. So don’t forget to let them have fun. I love the way John Scalzi does this (I’m thinking about Agent to the Stars and Redshirts in particular.) Even in their lowest moments, trapped in an underground chamber, your characters can talk about how they hated the movie Ghost. Or during a torrential downpour on a dark night on a dangerous planet, have your hero skip through a puddle, remembering that was her favorite thing when she was a kid. In Where the Hell is Tesla?, I had the main characters, right in the middle of all the tension, have a pillow fight. The world is your oyster ““ slurp it up.

8. Heart.
Maybe the biggest thing with comedy (as with all storytelling, I guess), is instilling it with heart. Without real living, breathing characters with real feelings, you wind up laughing at them, instead of with them (if you laugh at all.) Think about all the characters I’ve mentioned in this post, or ones from your favorite sit-coms. When you get to know them, you bond with them, and when they fall down you feel bad (even though you’re laughing), and when they’re climbing a mountain you’re rooting for them, and when they say or do something funny, not only do you laugh, but you feel good about it.

Wow. I didn’t realize I’d actually have a point, but I guess that’s it. That it’s not about the laughs. It’s about the feeling that comes with the laughs: that kind of giddy, warm connection to a story and a character, that makes you feel good, feel a little glow, even after you’ve closed the book.

Reading Recommendations
If you’re interested in humor writing, I highly recommend:

  • The Comic Toolbox, by John Vorhaus (indispensable, and the source of several of these concepts)
  • Audition, by Michael Shurtleff (not specifically about comedy, but awesome for scene writing)
  • 1984, by George Orwell (I’m kidding, if there’s ever been an anti-comedy, that’s it)

robdircksAbout Rob Dircks
Rob is author of the science fiction comedy novel Where the Hell is Tesla? His previous work, an anti-self-help book titled Unleash the Sloth: 75 Ways to Reach Your Maximum Potential By Doing Less, has the distinction of being the very first self-help book to prescribe taking a nap instead of mowing the lawn. Both books have been bestsellers (depending on your definition of “bestseller.”) He’s a member of SFWA (Science Fiction & Fantasy Writers of America), and owner of Goldfinch Publishing, a small (very small, wee in fact) assisted publishing service. He also owns and operates an ad agency, Dircks Associates. You can follow and contact him on RobDircks.com.

About Where the Hell is Tesla?
SCI-FI ODYSSEY. COMEDY. LOVE STORY. AND OF COURSE… NIKOLA TESLA.
I’ll let Chip, the main character tell you more: “I found the journal at work. Well, I don’t know if you’d call it work, but that’s where I found it. It’s the lost journal of Nikola Tesla, one of the greatest inventors and visionaries ever. Before he died in 1943, he kept a notebook filled with spectacular claims and outrageous plans. One of these plans was for an “Interdimensional Transfer Apparatus” – that allowed someone (in this case me and my friend Pete) to travel to other versions of the infinite possibilities around us. Crazy, right? But that’s just where the crazy starts.”

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

This was a guest blog post.
Interested in blogging here?

Assembling an itinerary for a blog tour? Promoting a book, game, or other creative effort that’s related to fantasy, horror, or science fiction and want to write a guest post for me?

Alas, I cannot pay, but if that does not dissuade you, here’s the guidelines.

Guest posts are publicized on Twitter, several Facebook pages and groups, my newsletter, and in my weekly link round-ups; you are welcome to link to your site, social media, and other related material.

Send a 2-3 sentence description of the proposed piece along with relevant dates (if, for example, you want to time things with a book release) to cat AT kittywumpus.net. If it sounds good, I’ll let you know.

I prefer essays fall into one of the following areas but I’m open to interesting pitches:

  • Interesting and not much explored areas of writing
  • Writers or other individuals you have been inspired by
  • Your favorite kitchen and a recipe to cook in it
  • A recipe or description of a meal from your upcoming book
  • Women, PoC, LGBT, or otherwise disadvantaged creators in the history of speculative fiction, ranging from very early figures such as Margaret Cavendish and Mary Wollstonecraft up to the present day.
  • Women, PoC, LGBT, or other wise disadvantaged creators in the history of gaming, ranging from very early times up to the present day.
  • F&SF volunteer efforts you work with

Length is 500 words on up, but if you’ve got something stretching beyond 1500 words, you might consider splitting it up into a series.

When submitting the approved piece, please paste the text of the piece into the email. Please include 1-3 images, including a headshot or other representation of you, that can be used with the piece and a 100-150 word bio that includes a pointer to your website and social media presences. (You’re welcome to include other related links.)

Or, if video is more your thing, let me know if you’d like to do a 10-15 minute videochat for my YouTube channel. I’m happy to handle filming and adding subtitles, so if you want a video without that hassle, this is a reasonable way to get one created. ???? Send 2-3 possible topics along with information about what you’re promoting and its timeline.

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12 Responses

  1. I popped over here because I loved Where the Hell is Tesla. I see more why it appealed to me so much. I loved every book Dircks mentioned–even 1984, though it is admittedly scarce on the laughs. Comedy is very difficult. I think it’s probably harder than a straight story because of having to balance the narrative and character development with the comedy. Tip too far either way, and you just have bad farce. I like to think I’m funny, but I know I can’t write fiction. The irony of Succesful comedy is it only works when it appears effortless, which is hard work (and why the Avengers’ joke fest didn’t quite work).

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Guest Post from Carrie Patel: Whose Story Is This, Anyway? - Character Craft for Novels and Games

Picture of carnival masksGrowing up, two of my favorite things were books and video games. If you’d told me twenty years ago that I’d grow up to write both, I probably would have choked on my Mountain Dew.

But over the past few years, I’ve been doing exactly that. I’ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and I’ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.

In both media, the principles of good storytelling””establishing a strong story arc; building a vivid, believable world; and populating it with complex, memorable characters””are the same.

But the user experience differs, and understanding that is key to knowing how to satisfy both audiences.

Readers generally pick up novels to immerse themselves in stories that they experience through the eyes of another character. Players generally sit down with games to immerse themselves in stories that they discover and define through their own actions.

A large chunk of storytelling in both media comes down to understanding the role your characters play and how to make them real.

Characters bring a fictional world to life. Their problems and dilemmas create the oft-sought tension and “stakes,” and their choices and conflicts drive the story. Most readers and gamers would be hard-pressed to discuss their favorite stories without also talking about the characters who populate it. We connect emotionally with the people in stories rather than the ideas and philosophies.

But who are those characters?

In a novel, the most important character is typically the protagonist. It’s not just because the action (mostly) follows her. It’s also because we experience the story through her perspective. We see what she sees and know what she feels, even if we don’t always agree with it. First-person and close third-person stories have become immensely popular because of the intimacy of the perspective they offer.

For the protagonist’s story to be engaging, she has to have challenges to overcome. Strengths and vulnerabilities that add variation to her journey. A deeply personal investment in the events of the plot. Writing a protagonist who meets these criteria is often a matter of architecture in the planning stages””figuring out who this person is and what it is about her that generates interest and tension””as well as retrofitting in the revision stages””finding ways to connect her more deeply to other characters and events and building momentum over the successes and setbacks she faces.

When it comes to games, protagonists may be a lot more varied. For the sake of simplicity (ha!), I’m mostly talking about Western-style RPGs, which are often characterized by protagonists who are defined by the player in some significant way and whose stories are often discovered over the course of (fairly) open-ended gameplay.

The degree to which players define their characters differs widely between games. In some games, you have a protagonist with an established identity and established personality whose significant choices are defined by the player. That includes Geralt of Rivia from The Witcher.

In other games, you have a character whose overall identity is set, but whose personality and outlook is determined by the player. For example, Commander Shepard of the Mass Effect series is always a human operative intent on saving the galaxy, but the player can cast her as an idealistic savior or a ruthless maverick.

Finally, there are other games, such as Pillars of Eternity, in which nearly everything about the protagonist, including personality, backstory, and race, is player-determined.

In these types of games, the task of the writer is to build everything around the player character as much as””or more than””defining the player character on his or her own. You develop a story that is just loose enough to fit whatever way the player might choose to define the protagonist according to the options you have given them. You create a world with enough freedom for the player to make choices and enough context to give meaning to those choices. You write side characters who establish the world as a living place and who frame the stakes for the player.

It’s a delicate balance, and it’s one that places a much greater burden on the writing that establishes the world around the protagonist.

That’s because you’re defining this character””or, to some extent, allowing your player to””through negative space rather than positive space. You’re creating a stage that will allow the player to shape a personal story, and one that doesn’t feel at odds with the choices you’ve given them.

TheSongOfTheDead_144dpi (1)Heroes of their own stories

And yet, protagonists aren’t the only characters on the page (or screen). A common piece of writing advice is to write villains as though they were the heroes of their own stories. It’s good advice, and it holds true for all characters””sidekicks, love interests, mentors, and spear carriers.

In many books, the most memorable and beloved characters are often secondary characters. Written well, they are typically less encumbered by the constraints of following the plot. Writers may feel freer to embody them with the quirks and idiosyncrasies that help them stand out. And the foil they frequently provide for the main character””whether as comic relief or as someone who pushes and challenges the protagonist””can create entertaining humor, conflict, and character development.

Put simply, these characters work because they have goals and interests that do not always line up with those of the protagonist.

Games may contain even more secondary characters””often called NPCs (non-player characters). Of course, if every character is the hero of her own story, you’ve still got to make them good stories. And “bring me five puffleberries” and “get my cat out of this tree” don’t quite cut it. We don’t like busywork in real life, so why does anyone assume we’d do it for fun? Yet “fetch quests”””formulaic tasks in which the player character is sent to handle a routine errand for someone else””are everywhere.

The problem isn’t just that they usually make for dull content. It’s also that they suggest a world in which other characters’ concerns go no deeper than grocery runs. In which they only exist to provide some degree of involvement for the player. And in which the protagonist only relates to them as an errand boy.

Every quest need not be epic. But it should mean something or reveal something, both with respect to the protagonist and the other characters involved.

In both games and novels, we rely on good characters to develop our stories and to hold our audience’s interest in them. Novelists and game writers merely need to understand how their readers and players will relate to them in order to deploy them most effectively.

—————————-

Bio: Carrie Patel is a novelist and a narrative designer at Obsidian Entertainment. She is the author of the Recoletta trilogy, which is published by Angry Robot. The final book in the series, The Song of the Dead, comes out on May 2. She works at Obsidian Entertainment as a narrative designer and writer. She has worked on the award-winning Pillars of Eternity and its expansions, The White March Parts I and II. She is currently working on Pillars of Eternity II: Deadfire. You can find her on Twitter as @Carrie_Patel as well as at http://www.electronicinkblog.com/.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

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Guest Post: TJ Kahn Reveals the Unheard of in Fantasy

The Unheard of in Fantasy: Advocacy for the Deaf and Hard-of-Hearing in fantasy and science-fiction

Imagine that you are a huge fantasy or science-fiction fan. You’ve watched every Game of Thrones episode. You own all of the merchandise. You’ve seen the “Lord of the Rings” and “Star Wars” trilogies so often your friends never need to ask what gifts you want for the holidays. Even your cat is named “˜Aragorn’.

Now picture the next big movie you’re excited about is announced. You watch all the actor interviews, cling to every spoiler and hint dropped by the studios, and the week before the premier you have your head shaved to carve your favorite clan symbol into your left temple.

Except when the movie comes out, you can’t watch it. It’s in a foreign language and the only way for you to enjoy it is with a small glass device attached to your chair that keeps slipping. You can watch the words or the action, but not both. At the end of the film all of your friends are going on and on about the wonderful fight scene with the main heroes but all you saw was your subtitles dropping away when someone bumped your chair going to the bathroom and you scrambled to put it back.

Oh sure, you could wait for it to come out dubbed in English, but you’ll have to wait for an entire week. A week of all of your friends ruining the best scenes because they’ve seen it already. Or avoiding all social media and TV because you don’t want to stumble on any spoilers. And when it does come out, you’ve scene all the best scenes already because it’s all people put on your fan sites since opening night.

Now imagine you’re Deaf.

There are two kinds of deafness in the United States: “˜small-d’ deafness and “˜large-D’. “˜Small-d’ deafness is the result of hearing loss. Advancing age, congenital hearing loss, or just too many rock concerts can all cause hearing loss.

Big-Deafness is a culture and history within the United States that communicates with American Sign Language, cherishes Deaf History, and fights for equal access to things like captioning for new movies. Deaf, Hard-of-Hearing, and Children of Deaf Adults can all identify with the Deaf Community, and several more like this author work or live with them as friends or colleagues.

With advances in technology, cellphones and texting have vastly improved the access Deaf people have to everyday conveniences like calling the cable installer or booking a restaurant. FaceTime and video relay enable them to call anywhere and anytime for taxicabs or doctors’ appointments. There is so much access in fact, that places where they cannot have access have become the glaring exception.

Like captioning.

Deaf people buy manga and watch drone races. They buy Millennium Falcon replicas and write Elvish. They roll dice, draw orcs, dream about dragons and buy fantasy novels just the same as every other fan of the genre. The only thing they can’t do is hear.

In cultures defined by their ability to supersede reality, shouldn’t all Fantasy and Science-Fiction be accessible? Shouldn’t conventions be close-captioned and panelists interpreted? Can’t more movies or television series use American Sign Language for their characters like The Dragon Prince show does with their Deaf General Amaya on Netflix? Productions that include Deaf and Hard-of-Hearing actors, even as extras, are still woefully small. Do you really need to hear to dress like a zombie and eat people? Or add shadows to an alien monster’s CGI graphics?

A person’s gender, sexual orientation, ethnicity or social class are not the only obstacles preventing brilliant and invested fans from reaching their ideal careers or childhood heroes. Let all people be Writers. Let them be Artists.

Let them be Dreamers.

Biography: TJ Kahn is an American Sign Language interpreter and retired hospital chaplain living in the San Francisco East Bay. A sci-fi/fantasy enthusiast and a devoted dog parent, he stays active supporting Podcasts and various artists, hoping to become a professional game designer himself someday.

Follow him on Twitter as Theopedes.

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