SUNDAY MUSINGS - THE PUNNY MIND OF RICHARD HALIWELL


There are many things that have quietly disappeared from tabletop gaming over the last forty years. Cardboard buildings have largely given way to laser-cut MDF. White metal has surrendered to resin and plastic. Rulebooks have become larger, shinier and considerably more expensive. Somewhere amongst all of that progress, however, another casualty has slipped by almost unnoticed. We seem to have misplaced our sense of humour.

Not humour in the broad sense. There are still jokes, certainly. Plenty of knowing winks, internet memes and tongue-in-cheek marketing campaigns reminding us that everybody is in on the joke. What has become increasingly rare is the wonderfully British style of humour that permeated the earliest years of Games Workshop. The sort of humour that wasn't trying to be funny so much as incapable of stopping itself from being funny. Every page carried another dreadful pun. Every scenario title sounded like it had been invented after closing time in a Nottingham pub. Every character name hovered somewhere between literary reference, schoolboy joke and outright groan-worthy wordplay. You laughed despite yourself, occasionally because the joke was genuinely clever and more often because somebody had the confidence to print it anyway.

Few people embodied that spirit quite like Richard Halliwell.

His recent passing prompted many deserved tributes celebrating his remarkable contribution to tabletop gaming, yet I found myself thinking less about the games themselves and more about the personality that quietly ran through them. Halliwell was one of those designers whose voice became inseparable from his work. You can often tell when you're reading something he touched because it refuses to take itself entirely seriously, no matter how dark the setting becomes. Even as mutant bikers wage apocalyptic warfare across the highways of Dark Future or citizens of Mega-City One attempt to survive another catastrophic day under the Judges, there is always the faint suspicion that somebody is smiling behind the typewriter.

The early Games Workshop studio occupied a peculiar space between dedicated game developers and enthusiastic amateurs who had somehow convinced somebody to publish their ideas. That should never be interpreted as criticism. Quite the opposite. There was an infectious freedom to those early books because nobody appeared particularly concerned with maintaining an immaculate intellectual property. If a joke made someone laugh, it stayed. If a scenario title provoked a groan around the office, all the better. The result was a catalogue of adventures that often felt as though they had been written by friends trying to amuse one another first and the audience second.

That spirit shines brightest in the scenarios.

Old Games Workshop adventures frequently possessed titles that seemed determined to test the reader's tolerance for puns. They were terrible. Absolutely dreadful. They were also utterly memorable. Long before fantasy settings became carefully managed multimedia franchises, scenarios cheerfully bounced between parody, horror, slapstick and outright nonsense without ever feeling inconsistent. One week you were investigating cultists in a grim medieval city. The next you were chasing sheep, arguing with argumentative goblins or becoming hopelessly entangled in somebody else's spectacularly avoidable disaster. The world remained dangerous precisely because it never became humourless. Darkness is always darker when somebody occasionally lights a candle.

Warhammer Fantasy Roleplay perhaps demonstrates this balance better than anything else Halliwell helped shape. Beneath the jokes lay a world of corruption, disease, political intrigue and cosmic horror, yet it never forgot that ordinary people are fundamentally ridiculous creatures. Rat catchers proudly carried tiny dogs. Wizards frequently made matters worse. Bureaucracy remained every bit as terrifying as Chaos. Heroes rarely looked heroic. They survived through stubbornness, luck and the occasional willingness to run away very quickly. In retrospect it feels astonishingly modern despite being almost forty years old, largely because it understood that comedy and horror are not opposites. They are travelling companions.

I often wonder whether modern tabletop games would permit themselves that same freedom. Intellectual properties have become valuable assets. Every sentence is scrutinised for consistency. Every faction possesses carefully defined branding. Every release contributes towards an ever-expanding canon that must remain internally coherent across novels, animations, computer games and miniatures. Humour survives, certainly, but it often feels managed. Approved. Focus-tested. The wonderfully chaotic sense that somebody slipped a dreadful joke into the manuscript simply because it amused them has become increasingly rare.

Perhaps that is why Richard Halliwell's work still feels so refreshing.

His games never behaved as though they realised they would become historically significant. They simply wanted players to have a memorable afternoon. If that involved a brilliant tactical puzzle, excellent. If it involved terrible puns, absurd characters and laughing so hard that somebody knocked over the scenery, even better. There is tremendous confidence in that approach because it trusts players to understand the difference between laughing at a setting and laughing within it.

The irony, of course, is that many of those supposedly throwaway jokes have outlived entire game systems. We still remember them because they possessed personality. Rules inevitably age. Mechanics evolve. Components improve. Personality survives. It survives because somebody was willing to let their own voice shine through instead of polishing every rough edge away.

Richard Halliwell leaves behind far more than influential games. He leaves behind a reminder that creativity need not always wear a stern expression. Sometimes the greatest worlds are built by people prepared to make themselves laugh first and everyone else second. Somewhere, I like to imagine, there is a scenario being written whose title is so painfully dreadful that it causes a room full of gamers to sigh in unison before bursting into laughter anyway.

If that happens, Richard probably deserves some of the credit.


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SUNDAY MUSINGS - BLOODQUEST AND WHAT CAME AFTER