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How to Write Funnier. by ~Schizoclam:iconSchizoclam:





Introduction.


Okay. So you want to learn how to be a good humorist, do you? Congratulations, you have just joined the ranks of several million people who wish to be also. There's a reason there are not several million good humorists running around, beyond "they aren't funny," which is sort of presumptuous. Everyone is funny sometimes--even if unintentionally. No. What I am getting at is that these people who want to be humorists are not necessarily high-caliber because they don't know how to be. If there was a guide that told them how, chances are they would have found it, used it, and would be funnier. But, like I've said, not every aspiring humorist is a brilliant one. The odds are, then, that this isn't going to be the holy grail of humorism that can turn an accountant into an improv superstar. One hasn't been written so far; there's no reason to think this is the one. So don't get yourself worked up into an excited, attack-the-mirror frenzy. Secondly, I consider myself to be pretty damn funny. That consideration is probably half-truth, half-ego. However, I am not the Great American Novelist, Mark Twain, or a platypus. The point: Don't expect me to be some freakish expert on humor, and be able to impart all my knowledge on you. Believe me, if I could do that, I would find some way to cash in on it, and not put it on the net as free reading.


Both of those slightly morale-killing points aside, I hope that this guide is of some use to you, and will make you at least a competent comedy writer, if not a genius. There's probably a few things you can gain from this guide, I hope. My estimate is that it'll at the very least save you from making newbie mistakes. Even if the only thing you actually do in reaction to reading this is buy a better comedy guide, good. I don't care if you like what I've written or want to smack me in person for being an ingrate. If I can get you to get off of your ass and put effort into getting better, I am satisfied. A ton of pretty okay humor is infinitely better than the gobs of brain-melting garbage that comes out of the woodwork these days.


Basics.


Sit down and let's write the perfect humor story: Think of every character that either you or your friends have thought up, even obscure ones, sit them all in a big room, and have them prattle off a ton of inside jokes, off-color asides, or completely unintelligible babbling, without giving the reader any clue as to what the hell is going besides talking, or bothering to distinguish the characters from one another beyond rudimentary dialogue markers.


If that paragraph sounds legitimate, I want you raise your right hand and strike yourself firmly across the face with it. Now, if you're wondering why you just slapped yourself (or, hopefully, if you didn't need to, but want to know why anyway), let me explain what's wrong with that scenario.


This is the sort of thing a lot of people start out with when they want to try their hand at comedy writing, especially if they don't write much to begin with. Why? Well, on the face, it seems pretty easy. The characters are usually familiar to the author, and (in the author's mind) don't need introductions or characterizations. Dialogue comes pre-packaged in the form of inside jokes, so they don't really have to think of anything witty. Writing descriptions, action indicators, and the like sounds hard, and often tedious, to beginning writers--or even to more experienced ones who just want to write a quick sketch. Thus, the easiest format is just to give the characters names, put the name before their speech, and forget all about conventional writing techniques.


Don't get me wrong--that kind of writing is fun, fast, and can be pretty amusing to your friends. However, there is a rather painful downside to it: No one else thinks it's funny. In the slightest. If you think total strangers will read one of these, read all the way through them (most of us lose patience the minute we see the format), and think it's great comedy, you're fooling yourself.


Why, you ask? Well, beyond the fact that most strangers won't get all the inside jokes (they're inside jokes for a reason), the problem is in the very way the writers approach this type of story. Simply put: Dialogue is hard, and it is rare that an inexperienced writer will write even mediocre dialogue on their first attempts. Thus, writing almost purely in dialogue is an awful way to start out writing. Beyond the fact that dialogue is hard to get to sound right (I'll touch more on this later,) part of the problem in this particular case is that even if you're an intuitive dialogue writer, you can't write good dialogue without characterization. The hallmark of these stories is a total lack of description, ergo, a lack of characterization beyond what you can squeeze into talking. It's definitely possible to characterize solely through dialogue, but typically this is rather flimsy, and to a reader whose only connection between who said what is a nametag, this type of characterization is often hard to follow. Again, most of the people who write these things are not experienced dialogue writers, so without some sort of outside characterization, the chances they convey individuality through speech alone is slim to none. The result is usually a bunch of characters who all sound like the same person, talk almost exclusively in cliches, overdramatically, or unusually aggressively, and are prone to act so unpredictably you'd think they were all mental asylum patients.


Speaking of characterization, what the hell are you doing, trying to write a humor piece based only on characters? Characters can be funny, yes, but funny people do not a comedy make. These characters need to do something, not just talk! You need a plot, not just a string of random actions! Most good comedy is situational, and does not depend solely on the characters. The characters are simply vehicles for funniness. Yes, of course, they can say funny things, but you really, really need to break out of your "Ohmygawd, I dunno how to write good" shell. It's not as hard as you think, and if you actually want to get better, you'll get over it even if it is hard.


For your convenience, we shall start from the shell of the story and work from there! So don't freak out. You ain't gonna be starting out writing Merchant of Venice. Let's review the tools in your toolbox as a writer, shall we? We'll start with the general ones, and then go to the ones specific to comedy.


Plot: Stop groaning! You need to have a plot. The first whiny comment of the day: "But Douglas Adams never used plot." He did; you weren't paying attention. It was more evident in the beginning of the series, but it was there. The weaker the plot got, the less people liked it. Plot is good. Even in its most primitive, rudimentary forms, plot is good. You need plot. Get over it.


Now, I am going to tell you how to write a good, structurally sound, clear, workable plot. Start with characters; at least one. They are in a situation; it can be normal or unusual/tension-filled. Something happens that would motivate the characters to do something. The characters make choices and act according to that event, their personalities, and the situation. These actions have consequences. They characters then have to deal with and make choices involving that consequence. These new actions have consequences, and so on. Repeat this cycle until you reach a logical conclusion. It's not exciting, it's not complicated, and it isn't necessarily interesting, but it's a plot. Plot isn't that hard; don't be scared of it. Obviously, you have to put thought into what the characters are like and what sorts of things happen that motivate them to do something, but guess what, that's what writing is, and it's what writers have been doing since stories were invented.


With comedy, the "rules" can be bent a little, because it's (usually) a more lighthearted genre and doesn't need to be complicated or perfectly stylized, only funny. Therefore, you don't necessarily have to even use the above framework strictly; it was just an example. Once you've gotten out of your plot-phobia, you can toy around with bending the rules more. A good rule of thumb about rule-bending: Do it "right" first, and then you know what is or is not a good idea to change, tweak, or omit. And, more specifically to plot: The events should all relate to each other in some way. There should be some sort of relationship between how Johnny gets from point A to point B, even if sort of random things happen in-between. (More on this later.)


Setting: Physical setting is one of the easier things in comedy. Why? Well, if you look on the stage of a play, does the set make you crack up laughing? Unless you're watching Dr. Seuss on Ice, probably not. Since this is humor, and the rules can be bent, that means that anything that does not contribute to the humor can be given less energy. Oh my god! I just gave the shaft to an important literary element! Yes, and here's why: Comedy is a lean animal. Any "bulk" should be cut down or off, or the animal looks out of proportion. Essentially: Comedy readers don't want to sit through a 20 page Tolkienesque description, especially not of the setting! It slows the pace down and it usually isn't necessary. You don't want a fat cheetah now, do you? Didn't think so.


Yes, yes, physical setting can be funny, or at least contribute to the humorous atmosphere, usually through irony or novelty. If it does, go ahead and give it some oomph. And I'm not saying you shouldn't give any clues as to where the characters are; tell them. Just don't give them every freaking detail. In general, you want to keep description of physical setting to a minimum so the reader can focus on the stronger parts of the piece.


Now, as for the other parts of the setting (time period, atmosphere, situational elements like recent events). You thought I forgot, didn't you? Oh, no. These are important. Time period, not so much. However, much of comedy lies in situations. If you want strong comedy, you really need to flesh out the atmosphere. This is different than Tone (see below) because it deals with the actual way things are and the way the characters themselves perceive them to be, not the way the narrator is interpreting them in writing.


Situation and atmosphere can be tricky to separate from physical setting and tone, respectively. I'm trying to save examples until later, but we could use one now. Let's look at Joe. Joe's about to jump off of a roof. Rather morbid. Joe's about to jump off of the roof of his doghouse and hopes it'll kill him. Sort of sick, but can now be considered funnier by a wider range of people. I know I just said cut down on physical description, so describing the roof as a doghouse roof seems to go against that. However, there's a difference between specifying and getting into nitty-gritty description. Now, take a gander at this: Joe, an eleventh grader with a slim build and messy blonde hair, is standing on the tarpaper roof of a smallish, red drywall doghouse, whose paint had been bleached by the sun and was beginning to peel from neglect (the family hadn't owned a dog in years). He is going to jump onto the Bermuda grass about two feet below him, and deep in his blue, morose eyes, you can see his intent is to never get up from that grass again. Bored? Yeah. See the difference? It isn't necessary to go into great detail about things. Describing what and where will usually suffice in humor. As usual, there are exceptions, but I'll deal with those later.


Point of view: This one's super-flimsy. There are only very simple guidelines I would suggest. If you're new-ish, go with 3rd. It is like having a wider angle, thus presenting more opportunities for humor than a 1st person story. If you're more experienced, try out 1st for a change; it can still be quite funny, and present its own opportunities, but they take a bit more work to use. However, if you are more comfortable with one style or the other, it's best to stick to that. And for god's sake people, stay away from 2nd. I really shouldn't have to explain this one.


Style: Style has a lot of components, most of which I will detail later on. Meanwhile, let's see about basic style. Most people go with conversational (casual) style for humor. There is sometimes this misconception that to be funny, it has to be casual. After all, humor is the genre of levity, right? Hell no. Humor can be written (and written well!) in a variety of styles. It may be counter-intuitive to use academic (formal) style for a humor piece. However, keeping a professional, rigid style while describing events which are, in and of themselves, ridiculous, can have a great impact on the story through irony. The same goes for ornate or archaic prose--the bizarre style can add loads to the comedic effect, either through irony or because the style is so flowery it gets ridiculous.


I'll touch on more specific stylistic elements later.


Tone: Same as style; your tone doesn't have to be humorous. As you may have gathered, irony is a powerful tool for any humorist to harness. Obviously you can keep a humorous tone and it won't be "OMG you are lame, straightforwardness is so Lewis Carroll." In fact, depending on your story, a humorous tone may be the only real workable one. However, if you toy around with the narrator sounding depressed, indifferent, frustrated, angry, or clueless about the stuff going on (which is, of course, meant to be funny) it can make the reader giggle even more that they are in on something the narrator is missing, or laugh at someone else's misfortune. People love doing that, you know.


Theme: Okay. This is the element you can basically have your own free reign with. Here's the good news: Humor doesn't need theme; it needs to be funny, it doesn't need to get a message across. Whee. You're free. Now, of course, if you feel like doing so, you can include a theme. It doesn't have to be super-deep, though it can be effective this way--you'll get the satisfaction of making some people think, and even if they were too dumb to get your point, at least they'll laugh. Themes end up in humor by accident sometimes, just because you focus on a certain subject so much. That isn't a bad thing. In fact, it can be good. For one thing, you can take credit for being brilliant when some overanalyzer comes along and finds stuff you didn't even mean to add, and another, it's super-fun to watch overanalyzers fight each other. The only problem is that some asshat will get mad if they find any theme at all ("You didactic sonofabitch!"). Actually, that has never happened to me personally, but do try to avoid preaching, because it takes a major bite out of the humor.


Characters: Oh, you thought you were getting off easy on all those other wimpy elements, but I saved the evilest one for last. Characters! These poor little people get shafted like hell because a lot of writers refuse to give them any personality at all! Character abuse is often rampant in humor and when it occurs it almost always lowers its quality significantly.


Now, you are expecting me to say "You must make your characters all amazingly well-rounded and dynamic so they are just like real people!" Hahaha, no, that would make every humor piece you tried to write a huge character analysis. Developing characters to extreme realism is something that isn't necessary in humor, though in longer pieces it can add a lot of vibrancy to the work. I'm assuming, however, that you don't want to write a novel every time, so I'll save that explanation for when I'm old and actually figured out how to do it well enough to teach other people.


However, it really makes a story difficult to read when the characters have no characterization, period. It isn't just that they are flat characters. They have no personality. People are in such a big hurry to write a quick humor sketch that they forget that their characters aren't just random entities; they have to have something that distinguishes them from other characters or from a lightpost. Remember what I said about plot being carried through by the characters motivations and their subsequent actions? If your character has no personality, it can't really have motivations (or at least, not consistent or interesting ones) and therefore, the plot suffers majorly and usually reverts to a string of random events happening to the character, rather than around the character. This is bad. Yes, stuff can happen to the characters, but that shouldn't be the staple of events in a story.


So, making good characters is key to keeping your plot alive and kicking. In comedy, "good" can mean flatter than roadkill on the interstate. However, whether the character is two-dimensional or more realistic isn't nearly as important as how well-developed they are--or rather, how well-established. You don't have to describe everything about the character so we know every gory detail of their lives. The basic qualifications are: Can the reader identify this character as separate from the other characters? and Does the character have enough of a personality so that its actions make sense, are consistent, and can be identified as a result of the personality and the motives of that personality? The thing is enough. Like I said, you don't want a fat cheetah--you don't need to know all of the personality, just the relevant parts. Sounds sort of tricky, but it's really not so bad.


In comedy, you have the liberty to be a little cheesy and over-obvious with your characterizations; you can use cliches, stereotypes, or over-exaggerated personality traits to do your bidding if you are either putting more emphasis on event humor (i.e., the characters' involvement in the story is fleeting or secondary to the humorous plot/situation) or are too lazy to make up original characters. After all, humor's main job is to be funny, not to be realistic. You may get eye-rolls if you use stereotyping (and you have to be careful about it or you may just look like a jackass) but it gets the point across. Usually, real characterization does the job much better, even if it isn't as instantly identifiable as a cliche is. However, length and character involvement permitting, caricatured characters are usually acceptable.


Now, how much is too much? Where do you use a flat character as opposed to a round one? Well, first of all, it depends on the character's involvement. First person narrator usually equals round (or at least the very thorough end of flat). Any "main" character, whether in first or third, also qualifies as one where you want to lean on the side of well-rounded. Minor characters are generally less well-developed than the main ones, and the extent of their description is usually only enough to cover what is directly relevant to the story. (Watch out--minor characters are often neglected, and when they all sound the same, it can bring down a good story even if the main character is written well.) "Bit" characters, or ones that only have a few lines or so before they leave/are killed off, usually need little to no development. Any development here is usually cliche so that it is identifiable in a short amount of time and can serve their purpose reliably before disappearing. (And, yes, you can have an entire story of bit characters. But they have to go away, they can't stick around for the whole story!)


It also depends on the length of your story. If it's a humor novel, you really don't have any excuse to leave your main characters flat. However, if the piece is only two pages in its entirety, you don't have much time to get your characters across, and this is when cliches/flatness are better. Most stories end up in between this spectrum of lengths, and therefore can have varying levels of development in the characters. No matter what, though, you must be able to tell the characters apart. It's best if even your bit characters have some distinguishing mark.


Writing the darn thing.


Whew. Well, that took a lot out of me. Now you know how to make the framework for a comedy. However, that still leaves the small problem of making it funny. Making the entire piece a humor piece as opposed to just any other story is extremely difficult to explain, and it can be just as difficult to actually write. This next part is in fact the hardest; it's harder than following a few guidelines about technical parts, and it's harder than inserting a few devices at key places. Since this is just a quick guide to improving your work, rather than how to write a perfect humor masterpiece, I'll stick to general tips and save the in-depth crap for a later tutorial. Looking for examples, then whoop-dee, you found them.


Where do you start? Getting started is hands-down the hardest part of humor. What kind of plot should you use? What characters are appropriate? How far do I want this to take me? In my personal experience, it's best to start out with a concept first. This concept can be plot-related or character-related, but you shouldn't jump into microdetailing it just yet. What do you want it to be about? This can be simple (following a character's frustration as they miss the bus to work and frantically scramble to hail a cab, board a train, etc.) or outlandishly bizarre (radioactive lobsters try to further their plan to take over the world by holding a garbage-man hostage for millions of dollars). Just get some vague idea, and then start writing. Write a character description of a particularly nutty main character, or get the ball rolling with a quick setting, character, and then bam, introduce action. There's no "right" way to start, or a "right" formula for a funny piece. You can make just about any plotline/story idea funny if you work at it. If the concept sounds amusing to you, chances are it's amusing to other people, too.


Don't sketch the whole plot out beforehand. With all this talk about plot and its importance, that may equate to your brain as, "Oh, I should sit down and draw the little heartbeat diagram with the rising action, climax, denouement, etc." No! Don't do that! In fact, if you plan on continuing to write in other genres for any length of time, get that programming out of your brain right now. That chart is useful for children's literature and not much else; then it becomes limiting. Particularly in comedy, having a rigid, predetermined plotline with defined rising action and such, more often than not, takes away much of the fun and interest by making the story contrived and creating "dull" spots which are devoid of much humor as the author tries to haul the story in an awkward direction just for the sake of carrying out a plot point. Most of the time, in comedy, the story fares much better if the author fills in the story as it comes, or has an idea where they want the plot to go, but don't restrict themselves with a certain way of getting to that point. This may seem frightening, like trying to find your way through a parking lot blindfolded, but in reality it is not much different from following a plot. The only difference to the author is that the plot occurs as it goes along, not all at once.


Why should this be so? Well, beyond the fact that stories of any genre fare better when their plot can progress in a manner other than the standard one you learned in school, comedy is unique in that its principal goal is not to be perfectly technically sound, but to make the reader laugh. For this reason, while plot is of course necessary, it does not have to be standardized, and, often, it can be created as the story is written.


The plot can be loose, but it has to be there. Let's make a really simple, on-the-spot plot.


Bobby was playing basketball with a few of his friends when a rock got into his shoe and he had to take a break to get it out. He sat down on a nearby bench, took off his shoe, and dumped out the rock, along with quite a bit of blood. As he was trying to tie the sock around his foot like a big gauze strip, a passing wild poodle smelled the blood. Going into a growling frenzy, it ran toward Bobby, grabbed his shoe from the bench, and scampered away again, shaking the bloody Nike prize in its mouth. "Hey!" Bobby yelled, "Come back with my shoe!" Being a poodle, it didn't speak English, and had no clue what Bobby was saying, but probably didn't care anyway. So, Bobby, now in a growling fit of his own, limped off after the psychotic fluffball, leaving a little red spot with every other step.

I just thought that up off the top of my head. It's not great, but it qualifies as a plot because there is a clear cause-effect pattern throughout. There is an element of "random" in there (the rock getting in the shoe, the passing wild poodle) but neither of those things is inconceivable, out of the blue, or so random that they don't make any sense being there. And there is a feeling of randomosity, but if you look closely, everything proceeds logically. Bobby was playing basketball (setting). A rock got in his shoe (cause) and he had to stop to take it out (effect). He was bleeding (another effect) so a passing dog smelled this blood and stole the shoe (consequence of that effect). Bobby then gets angry (effect of having his shoe stolen) and decides to chase the dog (action taken due to motivation). There's no real "randomness" in here. The choice of a poodle may seem random, but think about it: If I had said "mutt" or whatnot, would it have seemed so random? No, because stray dogs are a common occurrence. A stray poodle may be unusual, but it's just a funny spin on an actually commonplace thing.


From this little skeletal plot beginning, it can go in any number of directions. Does Bobby follow the poodle into its nest of vicious, rabid poodle-wolves? Does he end up getting sidetracked by something else entirely, and chasing the poodle was just the reason he ended up in an even weirder situation? Does he catch the poodle and get into an awful fight wherein he contracts rabies and goes on to gnaw on the arms of all of his friends? It doesn't really matter. The point is that you can have a plot that isn't pre-determined as long as it makes sense.


Now, let's take a look at what not to do:


Jane was playing with her dolls in her room when an alien knocked on the door. "Who is it?" she said. "It's an alien," the alien said. Jane opened the door and was suddenly in Fiji! "How did that happen?" Jane thought. She walked around until she found a telephone. She dialed her mom's cell phone. "What time is lunch?" she asked. "Around ten," her mom said. A monkey threw something at Jane's head. "Ouch," Jane said. She walked around some more until she got tired and fell asleep. When she woke up, everything was upside-down. Eventually she figured out how to get home and did. Then she went back to playing dolls.


Can you see the difference? Things happen randomly, which can be okay, except that they aren't logical, explained (even in a cursory way), or followed through with. This could be salvageable if Jane tries to figure out how she got into Fiji, and eventually this is explained (maybe the aliens beamed her there to study her reaction, she fell through a crack in the space-time continuum, etc.) so that even though it is random, it contributes to the story. However, no effort is made to explain any of this. Nothing there leads to the ending of this mini-plot; it just happens to be between the start and the finish. Also, Jane's actions and reactions don't make much sense. Okay, so anyone would say "Ouch" if something hit their head, but what the hell possesses her to call her mom and ask what time lunch is? She's either a mental patient or a badly-written character. The above sequence may be a bit amusing to you, but try to read 5 or more pages of it, and you'll tire of it fast.


As you get better at plotting, it will actually become difficult to write in the "bad" style above. That is a good sign; it means you've internalized what makes a plot workable and what doesn't.


Unusual=Good. Now, why did I take all the time explaining that boring technical crap, and tell you that you shouldn't lay out your plot beforehand? Well, let me give you some psychobabble. Humor, or things that people find funny, is almost always centered around the unexpected. It's not as funny when you know the punchline to a joke--or worse, if you can guess the punchline. Weird, unpredictable things stand out, and the unexpected makes people laugh. Basically, humor is the release of tension, and by making unfamiliar situations--even if they don't last very long--you're creating areas of tension followed by release (the reader gets over their initial surprise). If it's weird, unusual, bizarre, etc. then it's probably funny. This is a general rule and applies to anything you can think of. Stay away from cliche lines and ideas (we're going to ignore cliche characters in this section). Even if it's not funny to everyone, it's funnier, and it lines up with the next point. Characters with weird personality traits/flaws also tend to stand out more and appear more dynamic.


Bad example: Susie wanted to be a dentist.

Who cares? If you're going to do this kind of characterization, do it better than that:

Better example: Susie's obsession was dentistry. Since she was little, she would approach any unassuming stranger and, if they were unlucky enough to be sitting where she could reach them, she'd pry their mouth open with two hands and comment, usually loudly, about the state of affairs.

Another better example: Susie wanted to be a dentist so she could meet another dentist--or better yet, a sexy periodontist. She'd always had this thing for guys in lab coats wielding intimidating-looking instruments.

Bad example: The leaves blew across the street.

Oh my. The artistry blows me away. No! Make it more interesting!

Better example: The Styrofoam peanuts blew across the street, along with leaves, cigarette butts, and an unfortunate homework assignment or two.

Jar the reader out of their comfort zone.

A tone of oddity is one thing. But once in a while, you really need to make the reader re-read a sentence. It'll get them more interested, and these kind of things are always good for a chuckle or two. Don't be afraid of using psychotically bizarre comparisons or surreal events. They may seem random, but your plot is there to anchor you to reality--you don't have to worry so much with fleeting descriptions. Just don't overdo it, or your piece will turn into a Salvador Dali painting.

Bad example: He was so nervous, he had butterflies in his stomach.

Yawn. Surprise them!

Better example: He was so nervous that when someone tapped him on the shoulder, he spun around and broke three of their carpal bones before he realized it was only his brother.

Another better example: He was as nervous as a Shi-Tsu at a falconers' convention.

Another way of accomplishing this end is through tangents. Too many tangents adds bulk and slows the story, but an occasional quick diversion adds novelty, oddity, and keeps the reading more interesting. Take a quick, one-sentence break to describe something a character sees over another's shoulder, or the aftermath of a scene after the characters are gone. You want to be careful, though, that the tangents don't turn out to be random, pointless events. Also, when you're working on unusual and comfort-jarring things, you have to watch out for one of the most fatal mistakes in comedy: inconsistent characters.


Make your characters consistent. It doesn't matter if your character is John Smith average middle-class square of the universe, or if they're a case study of every pathology known to neuroscience. The key to making the characters people, no matter how weird (or mundane) they are, is consistency, and this is what most people have the trouble with, no matter how good they are at describing the characters. It takes a lot of practice, but a big improvement can be made if you just make sure you think of your characters as fictional people, and they won't act in a way their characterization doesn't let them.


To begin practicing this skill, it's helpful to compare your characters to yourself or your friends, because you know really well exactly what they are like and what they will or won't do. Let's say you want to have a character jump off of a bridge. Okay, but wait. Would this character in their right mind ever do such a thing? Use a quick real life comparison: we'll just pretend for now that said character is quite similar to your friend Greg, who is amazingly serious, careful, and pragmatic. Would they jump off a bridge? Depending on the circumstances, it's more likely that they would be the one holding the jumper by the collar yelling "IDIOT!" So, if you have a Greg-ish character, they'd rather you not have them do such a thing (if they don't outright refuse), or you will seriously scare the hell out of them. There are always exceptions--if the character is standing on the bridge because they were chased there by the Hell's Angels, they may in fact chose to jump. But keep that sort of thing in mind, or you'll have characters acting, well, out of character.


Also, be sure to keep them emotionally consistent. If they were hugely upset when their dog died, but don't seem to react much when their sister dies, that can mean either a.) they don't like their sister, b.) they're mentally ill, or c.) they aren't being consistent. Usually mental illness only works for one or two characters and isn't (or shouldn't be) an excuse for most of them. There's also a difference between dynamic and inconsistent--dynamic characters' personalities slowly change and evolve as the story progresses; inconsistent characters behave irrationally and their personalities seem to change without any noticeable reason.


This takes a lot of practice, and you don't want to go around basing your characters off of yourself or people you know; fictional people are different than real people, and trying to translate an actual person directly into fiction doesn't work. The point is to make comparisons, or base a trait or two off someone you know, until you get better at judging reactions until you get good enough to do it without a benchmark. Again, this takes quite a lot of practice and experience, so don't freak out if your characters aren't realistic-sounding on your first or second or even tenth shot. You'll get it.


What's funny? Apart from setting the story up so that it can potentially be humorous, you of course want to know how make it humorous. The fact is that everyone has their own sense of humor and there isn't a magical funny formula. The best way to get a good bead on what makes people laugh is to study. Sure, you can go buy a humor guide that's more than ten pages, but you can always just look at what's around you. Study people in real life; what makes them laugh? What are the people who tell great jokes like? Also, be on the lookout for things that make you laugh. Street signs that lead into the river? (I've seen them.) The expression on your waiter's face at a fancy restaurant? Someone holding a "car wash" sign upside-down? A book about the history of lined paper? Take little things here and there, make a mental note of them, and bring them up later in your writing. While real people don't fare so well when written in fiction, real events or objects can sometimes add a lot to the story. Also, be sure to read humorous fiction--you'll begin to see how others execute comedic style, and form ideas in your own mind .


You are probably freaking out right now, at least mentally. "You mean I had to sit through all that crap about plot and other techy junk, and you aren't even going to tell me what's funny?" Well no, smartie-pants, I'm not. For one thing, that would be amazingly arrogant of me to assume I am the authority on what makes people laugh and what doesn't. And secondly, that's the part you get to figure out for yourself anyway. What things you use in your writing as comedy is part of your style. The good news is, as I've said above, if you find it funny, others will too. Even if you think you're no good, and no one else has your sense of humor, I guarantee you can find people who will think your work is delightfully funny if you put effort into it. The only questions you need to ask yourself are, a.) Do I only find this funny because it's an inside joke? and b.) Do I only think this is funny because I am on drugs? (Caffeine counts as a drug.) If the answer to both is "no," then I'd say that's a green light to include it in your writing. So relax. Not only are you probably more funny than you give yourself credit for, with practice, you'll get much better at communicating your sense of humor to others.


Comedic Devices.


Finally, down to the sprinkles on top of your literary cake. There are billions of tiny, nitpick details and obscure literary devices I could go through here. For now, I'm going to just cover elements that are common and how to make them effective. After all, you probably don't want to read me for much longer. Starting from the ground floor and working up...


Puns: Yeah, okay, har har har, puns are funny if used well. Obviously, however, they're quite corny, and overloading your story with them will give the reader a major headache. I think that goes without saying. Feel free to use puns, but please, use moderation. And for heaven's sake, don't make them explicit; if you're going to use them, at least make it subtle. Your readers will greatly appreciate it, because then it's intelligent, not an insult to their intelligence.


Sarcasm: It's tempting to pack your work with it, but you need to be careful with sarcasm. Overuse of sarcasm is surprisingly annoying, and it gets old quite quickly. An overly sarcastic character or narrator leads the reader to want to slap the bejeezus out of them. This can be useful, but then again, it can be a problem when you want the reader to like a character or take the narrator seriously. Overt sarcasm leads to this feeling of frustration more than subtle sarcasm; for this reason it's much safer to use understatements and hyperboles than blatant sarcasm.


Hyperbole: Fancy word for an exaggeration. Not to be mistaken for a simile/metaphor. Can be used as a carb-free alternative to sarcasm, but be careful: it's rather "fluffy." If you use too many hyperboles, you get further and further removed from reality and drawn into a perverse alternate universe where you can't really tell what anything is like, only that it is scared out of its mind and happy enough to float and other such exaggerations. The same rule goes for similes and metaphors. You still want some anchors to reality. However, when used sparingly, hyperboles add a lighthearted feel to your story.


Understatement: A close relative of sarcasm, but inverted. "He was irritated when his Viper was totaled by a semi." This can be a funny and refreshing break from the usual hyper-intensified type of humor that is more common, especially among beginners. If you use it too much, though, you get a detachment from reality that is almost as bad as a hyperbole-induced one, and it leads to the piece sounding too dry to remain funny. Use it in key places in the story, especially right before a character explodes into some emotion (preferably a negative one), and you'll get a large impact.


Similes and Metaphors: There is a fine line here between 'bleh' sims/mets and actually funny ones. "She was happy as a clam." Okay, so that's a little amusing. "She was as happy as a cat on speed." Better. Oddity is the key with similes (metaphors not so much; too weird and you'll get the readers going, "Huh?"); it keeps the writing from getting too trite by jarring the reader out of any daze they may have fallen into, it adds a bit of novelty (always a plus) and weirdness that many find amusing, and, hey, at least it's not a cliche. If you OD on similes, your reader is going to get either confused or annoyed (or both), and no matter how original they are, they'll start being cheesy.


Rhyme and other sound devices: Like puns...they can be funny, but it's really easy to overdo it, because to anyone over the age of seven, they tend to get old quickly. Generally, I'd advise against using these except in specific, isolated incidences. It's annoying.


Onomatopoeia: I mention this separately from other sound devices because its use is more specialized. If you use it when called for, and go crazy with it (don't use the usual sound-words, make some weird ones up!) then it can be good for quite a few laughs. Car tires screeching? Don't go with the standard SCREEECH, try SKEEEEEESHHHHH. They stand out!


Irony: Irony is funny. Or did you figure that out the first dozen times I've mentioned it? Go for contrasting, ironic ideas as often as you can. Unlike some of the other devices, irony doesn't get old nearly as quickly, and can be used more or less evenly throughout the story.


Stupidity vs. Mental illness: People love watching stupid people. A lot of people opt over stupid characters for mentally ill characters, which is essentially an excuse for them to get away with not making them consistent. Mentally ill characters only work well if done accurately to their pathology and are not just a "generic" crazy person. This is another example of where beginning writers try to use a difficult technique in a novice way, and you should probably avoid mentally ill characters if at all possible, unless you are really dedicated to making them "crazy" only to the extent of their problem (you can have an OCD character, for example, but make sure they are just obsessive; they shouldn't also be psychotic). On the other hand, stupid people are everywhere in real life, and you can make them consistent and credible characters while still making them quite foolish. We just love watching the clueless wander into mistakes--and sometimes even the ones with common-sense still intact. Have all your characters make mistakes once in a while.


Other tips.


  

Editing. For god's sake, people, edit your work, or at least spellcheck it. And before you say "omfg grammar nazi!!!11" let me explain to you: comments and forum posts are different. This is art. No one likes to read ten-plus pages of awful grammar, fragments, and typos. You need to use good grammar and spelling when possible. You can't use the excuse, "Oh, there's no spellcheck in the input box." Use a freaking word processor.


Accepting critique. Another problem is that people freak out when others point out errors or other things about their writing that could be improved. When someone points out a mistake to you, or gives you advice, don't get mad! People who give good critiques don't mean to insult you, and when they point out flaws, their comments aren't meant to be taken personally. The critiquer, in all likelihood, wants to help you out. Trust me, if they didn't care about your work or wish to see you grow as a writer, they wouldn't bother commenting at all. Therefore, when someone points something out that could be changed, don't get all defensive ("Well, I meant to do that! Don't criticize my style!"). If you disagree with something they suggested, explain why, don't attack them. Above all, accept these things gratefully, because they are done with the intent to make you a better artist.


Well, that about does it.


If you think of anything major I missed, let me know and I'll try to edit this and/or work it into any later tutorials I decide to write. I hope this was somewhat helpful, and in closing, I have one last word of wisdom: Supercilium.

©2005-2009 ~Schizoclam
:iconschizoclam:

Author's Comments

A brief guide on how to imrove your comedy writing. I wrote this mainly with fiction prose in mind, but if you can glean things to use elsewhere, so much the better.

If you found this interesting, helpful, or neither, or if you have suggestions, I would greatly appreciate hearing any input or reactions you may have.

Comments


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:iconbleuhawke:
Hahaha, that picture is funny already! It's going to take me more than one visit it read all of that! I just wanted to say that, I am going to get started on it.

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My soul hurts...
:iconschizoclam:
Well, I'm glad you found it funny so far, heh. Let me know what you think when you're finished.

--
You can't taste purple because your tounge does not transmit electromagnetic waves to your brain. But, don't worry--after a few days of using your neurons to broadcast my own talk show, that just might change.
:iconicklej:
I found this really useful, I perform stand up comedy but for the life of me I couldn’t write a humorous story but this has made me think where I was going wrong. Good work
:iconschizoclam:
I'm very glad you found it helpful! =D

--
You can't taste purple because your tounge does not transmit electromagnetic waves to your brain. But, don't worry--after a few days of using your neurons to broadcast my own talk show, that just might change.
:iconmannel:
i just read it. sorry about the lousy critique, but my interest is not writing about theory with works in other language than my native one (this is just a mediocre justification, because i don't write well english).

about helpfulness, i believe it does its function, however, i do see that the elements you identify are focused more in critizicing the making of a beginner's history in general, not only for funny texts.

the themes are well ordered but a little poor (i guess this is because you wanted to avoid the technical stuff I'm asking for), but, if posible, maybe you could back up your work with a little blibliography, just in case people would like to read more on some. Plus, that might help you making a little more strong position on those things

the tone you use is adecuated, but it's not so funny for the english-as-foreign-language readers because of the local/inside jokes coming from your language, like slapping yourself.

--
Soy la metáfora muerta hecha carne
y el piojo y la pulga se van a casar


Proud soldier in the lines of =mexicanos
:iconschizoclam:
Please, don't worry about speaking a different language. I still greatly appreciate your critique. :)

I realize I skimped on the technical things, and the more I re-read this piece, the more I wish I had included them. Perhaps I should go back and flesh it out more. I don't have a lot of references, most of what I wrote is experience-based, but I will be sure to do more research and provide some other resources, since I do know of a few. I agree with you; they would strengthen the piece a lot. I do plan on doing either a follow-up or revising this essay.

I apologize if some of the elements didn't translate well into other languages. To be honest, I only know very minimal Spanish, and I don't know any other languages, so I am not sure what I can do to make the piece more cross-cultural. Did the general idea come across? And if not, is there anything I can do to make it clearer?

Thanks again for your feedback, I really do appreciate your perspective.

--
You can't taste purple because your tounge does not transmit electromagnetic waves to your brain. But, don't worry--after a few days of using your neurons to broadcast my own talk show, that just might change.
:iconmannel:
the original idea came across perfectly, i even laughed a bit with some examples. I believe than the only way to make this cross-cultural is by translating, but i don't know any great translator in deviantart. the other option is to use a completely neutral and monotone style, wich is not appropiate for this work.... thanks for your comments on my comments, really apreciate them.

--
Soy la metáfora muerta hecha carne
y el piojo y la pulga se van a casar


Proud soldier in the lines of =mexicanos
:iconschizoclam:
Hmm...well, it's a shame I can't translate it myself, or I would. Oh well. Thank you again for your help!

--
You can't taste purple because your tounge does not transmit electromagnetic waves to your brain. But, don't worry--after a few days of using your neurons to broadcast my own talk show, that just might change.
:iconwritertoad:
sorry, but i didn't read all of it...you know my difficulty with comp. screen reading....it was funny so far. i fortunately didn't have to slap myself! course, that could be cuz i've never tried humor writing....

--
"Your teddy bear will reveal that he is pregnant and will require counseling."

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