Writing comedy for a comic strip page
A comic strip has very little room for wasted movement. The writer is working with a handful of panels, a limited number of words, and a final image that must land quickly. Every line of dialogue needs to reveal character, sharpen the situation, or prepare the punchline.
That makes strip writing different from sketch comedy, stand-up, or a longer story. The page has to be readable at a glance, while the joke still needs enough surprise to reward a second look. The strongest strips create a tiny world, establish its rules, then find the funniest way to break them.
Andy Fanton’s work offers a useful guide to this compact form. From The Dandy creations George vs Dragon, Boo!, Carrotty Kid, and Bad Grandad to his broader cartooning and writing, the emphasis is on clear premises, energetic characters, and visual jokes that do not need lengthy explanation.
Start with a simple comic engine
A reliable strip begins with a repeatable relationship or conflict. A dragon may be expected to behave like a terrifying monster, while a knight treats him as an irritating neighbour. A supposedly wise elder may have terrible judgment. A child with an ordinary problem may approach it with spectacularly unsuitable methods.
This “comic engine” gives the writer somewhere to return. It also prevents each episode from becoming a random sequence of gags. Before writing dialogue, describe the setup in one sentence: who wants what, what stands in the way, and why the obstacle is funny.
The premise should be easy to understand without a paragraph of explanation. If the reader needs a history lesson before the first panel makes sense, the strip has probably started too late or chosen the wrong detail.
Build the page around the final beat
In a short comic, the punchline is usually strongest when it changes the meaning of what came before. Work backwards from that final beat. Decide what the reader should expect, then design the earlier panels to support that expectation without making the ending obvious.
A four-panel structure might establish the situation, intensify the problem, offer a misguided solution, and overturn it. A three-panel strip may combine setup and escalation, leaving the last panel free for a visual reveal. These are useful frameworks, not rigid laws.
The final panel does not always need a spoken joke. A facial expression, an absurd background detail, or a sudden change in scale can deliver the payoff. Writing for a comic strip page means leaving space for the drawing to finish the sentence.
Let characters create the joke
A joke becomes more memorable when it could only have come from that character. George vs Dragon, for instance, suggests an immediate comic tension between heroic expectations and the practical frustrations of medieval life. Carrotty Kid can turn an everyday concern into something gloriously strange by filtering it through a distinctive world.
Give each character a comic viewpoint. One might take every instruction literally, another might be desperate to look intelligent, and a third might solve every problem with confidence but no competence. When those viewpoints collide, the writer does not have to force a punchline into every line.
Character voices should also be easy to distinguish on the page. Keep vocabulary, sentence length, and emotional reactions consistent. A pompous character can use elaborate words for a simple problem; an impatient character can cut through the exchange with blunt interruptions.
Use visual economy
The artist should not have to draw what the reader already understands. “He is surprised” is weaker than showing him frozen beside an impossible object. Replace explanatory dialogue with an action, prop, or reaction whenever the image can carry the information.
A strong visual gag often has three ingredients: a familiar object, an unexpected use, and a clear reaction. The medieval photocopier is a useful example of this approach; Carrotty Kid’s photocopier gag shows how an ordinary modern device can become funny when placed inside an unsuitable historical setting.
Keep panel descriptions practical. Identify the essential action, the important expression, and any prop needed for the joke. Avoid directing every tiny movement unless it affects timing. Clear scripts give the cartoonist room to discover an even better visual answer.
| Strip element | What it needs to do | Common problem | Useful test |
|---|---|---|---|
| Setup | Establish the situation quickly | Too much backstory | Can the premise be understood in one panel? |
| Character voice | Show who is speaking | Everyone sounds alike | Would the line work for any character? |
| Escalation | Make the problem harder or stranger | Repeating the same beat | Has the situation genuinely changed? |
| Visual detail | Add information or misdirection | Decorative clutter | Does the detail help the joke? |
| Final panel | Deliver the surprise or reaction | Explaining the punchline | Could the image finish the thought alone? |
Control dialogue and rhythm
Speech balloons take up valuable space, so write lines that sound natural when read aloud but are lean enough for the artwork. Remove greetings, repeated names, and explanations that the panel already communicates. A pause can be funnier than another sentence, especially when the character’s expression supplies the response.
Vary the rhythm across the page. A dense exchange can make a sudden one-word reply land hard. Several short panels can create acceleration, while a large quiet final panel lets the absurdity breathe. Read the strip from left to right and listen for where the eye and ear naturally speed up or slow down.
Do not hide every joke in dialogue. A caption, sign, book title, or background character can provide a secondary gag, but it should not compete with the main action. The best extra details reward attentive readers without making the central story harder to follow.
Edit for clarity and surprise
The first draft is usually a discovery tool. The editing stage is where the strip becomes performable. Check whether the setup arrives early enough, whether the middle panel escalates, and whether the ending is surprising without feeling arbitrary.
Cut any line that repeats the picture. Replace a general reaction with a specific one. If the punchline depends on a pun, make sure the visual situation supports it; if it depends on an image, simplify the wording so the drawing gets full attention.
A useful final test is to describe each panel in a few words. If two panels have the same function, combine or rethink one of them. Cartoonist and writer portfolios such as Andy Fanton’s blog demonstrate how varied ideas can remain accessible when the central visual premise is kept sharp.
A practical drafting routine
Use a repeatable process when developing a new mini-strip or comic page:
- Write five possible final images before choosing a premise.
- Give every main character a clear comic attitude.
- Sketch the panel beats in plain language before polishing dialogue.
- Read the script aloud and remove anything the artwork can show.
- Test the last panel without its caption or speech balloon.
A useful script should make the collaboration easier, not lock the artist into one solution. Describe the comic action with enough precision to protect the joke, then allow room for expression, staging, and visual invention.
The finished page should feel effortless even when the construction behind it was careful. Give the reader a clear situation, let the characters make the wrong choices, and end on an image that keeps the joke alive after the page is turned. Develop that habit across every strip, and your comic writing will become faster, cleaner, and much more distinctive.
Comic Series & Characters
Explore the Site
Drawings
A gallery of cartoon and illustration work featuring characters from Andy's various comic series.
Writings
Blog posts, reviews, and prose covering comedy, books, and comics — including a review of Eric Morecambe's novel Mr. Lonely.
TV & Fant-O-Films
Television-related projects and the Fant-O-Films section, showcasing Andy's screen work.
Mini-Strips
Short comic strips including Stupid Barrio Brothers and Iykan Si-Yu, as seen in The Dandy.
Workshops
Information about cartooning, writing, and comedy workshops offered by Andy Fanton.
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Thoughts on comics, comedy, books, and life as a cartoonist — written in a humorous, conversational style.
Why Andy Fanton?
Published in The Dandy
Multiple comic strips published in the iconic British comic, with up to three strips appearing in a single issue.
Free Comics for Kids
Several comic series available to read online, including George vs Dragon and Boo!.
Trusted Clients
Clients have included The Dandy and HarperCollins (The Friday Project).
Workshops Available
Offering workshops in cartooning, writing, and comedy for aspiring creators.
Featured Comics
George vs Dragon
| Detail | Information |
|---|---|
| Publication | The Dandy |
| First series | Published in The Dandy, including a two-page festive special in the December 2010 Christmas issue (76 pages, £3.99) |
| Second series | Returned in The Dandy issue 3530, April 2011 |
| Format | Medieval mischief comic strip |
Other Comic Series
| Series | Description |
|---|---|
| Boo! | Another comic series by Andy Fanton, available to read online |
| Carrotty Kid | A comic series featured on the site |
| Bad Grandad | Appeared in The Dandy; featured in the 7 March 2012 issue alongside two other strips |
| Stupid Barrio Brothers | Mini-strip series — Barry Barrio becomes invincible |
| Iykan Si-Yu | Mini-strip series — the world's worst ninja, debuted 7 March 2012 in The Dandy |
| Harry and his Hippo | A comic series featured on the site |
| Unseen Dave | A comic series featured on the site |