Bring out the Clowns: Humor and Jokes at the TTRPG Table

Bring out the Clowns: Humor and Jokes at the TTRPG Table

Author: Josh Varty and Kristoffer Hansen October 10, 2025 Duration: 41:21

We was talking clowns and that got me on the ha-has. 

The Party as a Comedy Troupe


  • Most D&D tables accidentally become improv comedy theater.
  • “Every game starts as Game of Thrones and ends as Monty Python.”
  • Long campaigns kind of naturally develop bits and recurring gags
  • Players have a tendency to start to fall into roles associated with ensemble comedy subconsciously.

Quotes


  • I don’t know what to tell you, man - people are gonna quote D20, Critical Roll, Monty Python
  • They aren’t necessarily meant to be funny? They’re more like a cultural shorthand and rituals for belonging.
  • They say “I am one of you, I know the right scripts, I can do the call-and-response!” 
  • It’s like a meta-textual handshake of sorts.
  • Often, the quotes mutate or change over time to become more specific to your group.


The Bits


  • Every group, whether gaming or not, develops an internal economy. 
  • A bit is currency - you can buy attention or affection with it.
  • You trade a bit for laughs or groans or the DM watching their soul evaporate into sighs.
  • In some ways, tables will self-regulate this economy.
  • Good bits live on, bad bits die, Legendary Bits may transcend this table or this game and be used at others. 


Modern table comedy is deeply parasocial.


  • Many players have internalized the cadence of Brennan Lee Mulligan, Aabria Iyengar, or Matt Mercer.
  • Quoting or mimicking them isn’t laziness — it’s a way to align tone and show respect.
  • But it can also blur identity: Are we referencing their games, or ours?
  • Is the humor derivative, or are we participating in a shared meta-culture of play?
  • This creates a kind of folk comedy canon — the oral tradition of Actual Play media.


The Function of Comedy in Collaborative Play


  • It defuses tension, reinforces bonds, and stitches continuity across long gaps.
  • Laughter is a feedback loop of participation — even disengaged players rejoin the moment when someone lands a good bit.
  • Table humor = the heartbeat of the group.
  • In many ways, the group’s sense of humor defines its culture more than its ruleset.

The Meta Bit: When the Table Knows It’s a Show


  • For Actual Play games, humor becomes performative.
  • The “table” has a secondary audience.
  • Every joke carries dual awareness:
  • Does it land here?
  • Does it land out there?
  • The bit becomes both a bonding mechanism and part of the brand.
  • You joke different if you know your joke could be on a mug forever.



In No Plot, Only Lore, hosts Josh Varty and Kristoffer Hansen settle in for a conversation that feels like pulling up a chair at a familiar table. Their focus is the intricate, often messy, and deeply rewarding world of collaborative storytelling games, examining them not as rulebooks to be won but as frameworks for shared imagination. Each episode digs into the craft behind these experiences-how a setting’s history shapes a character’s decision, why a particular game mechanic fosters better stories, or what it means to build a narrative together without a predetermined endpoint. You’ll hear two seasoned practitioners reflect on the subtle art of being a player and a guide, discussing the tools and philosophies that transform a simple game night into a memorable saga. This podcast is for anyone who has ever gotten lost in a character’s backstory or spent more time discussing a campaign’s lore than actually rolling dice. It’s a thoughtful, meandering, and personal look at the stories we tell when we play, offering insights that resonate long after the session ends. Join Josh and Kristoffer for a deep, comfortable dive into the heart of why we gather to imagine together.
Author: Language: English Episodes: 93

No Plot, Only Lore
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