Ever weirded yourself out?

Easily the most common statement made by my players to me is "Ew. How do you come up with this stuff?"

My answer is always the same:

"Practice."
 

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I have a twisted sense of humor, a vivid imagination, and a deep desire to take my players to places they've never been before. I should also mention that many of my players are rather jaded so accomplishing this takes some... additional effort.

*shrug* Do the math.

I don't tend to creep myself out, though.
 

I've done it as both DM and player.

I ran a D&D game where the party ended up in Lloth's chambers. It was completely unplanned so I opened the dark, scary door in my mind and let it all pour forth. I don't remember most of what I said but in addition to having a character go comatose to avoid seeing several things, at least one player had to leave the room. I did this almost a decade ago and people who aren't in the game get the creeps just from 2nd and 3rd hand stories.

As a player I had a Sabbat vampire, one of the judges that make sure no one is drawing *too* much attention. He was fairly innocuous in combat but had buttloads of social skills. He was also horribly, horribly intelligent.

The weird part in playing him was that I unlocked that little sociopathic genius that lives in the back of my skull. When I played him I became nightmarishly intuitive and had an immense ability to divine every nuance of the DM and other players' plans. I completely derailed several stories by making totally unfounded leaps of logic that turned out to be completely correct while at the same time manipulating the rest of the party mercilessly in ways I had never done before and haven't done since. And he was evil, with that frightengly distant form of evil that harbors no personal malice towards anything yet has no compulsion against anything. Worst of all, he was likeable because he was this calm person who seemed to have a genuine interest in everyone; no one could tell that interest was solely so he could identify the personality hooks required to manipulate them and to catalog their strengths and weaknesses. I stopped playing him because it took longer and longer to get out of character once I dropped into that mindset.
 

After one particular session, I was bemoaning how terrible my dice had been that night. For illustration, I picked my two d20's and began rolling. For about 10 consecutive rolls, I didn't roll anything higher than 12 or so. Finally, in disgust, I yelled out "Cthulhu, I promise you my soul!" and rolled the dice.

19 and 20.

Normally I'm very unsuperstitious, but that wierded me out.
 

Schmoe said:
After one particular session, I was bemoaning how terrible my dice had been that night. For illustration, I picked my two d20's and began rolling. For about 10 consecutive rolls, I didn't roll anything higher than 12 or so. Finally, in disgust, I yelled out "Cthulhu, I promise you my soul!" and rolled the dice.

19 and 20.

Normally I'm very unsuperstitious, but that wierded me out.

Ouch, rough luck there. I mean, you gave great Cthulhu your soul for a 19 and a 20 on a pair of dice? And the rolls didn't even mean anything? That's gotta be rough.
 

I created an adventure that revolved around a medallion that granted the wearer Greater Rage once a day, but in return, the wearer had to rape and kill once a week. The wearer's in town with a military unit, and decides to have a little fun with a teenage barmaid. Her remains lead the PCs to believe in a werewolf, or something equally bestial.

I wrote the first draft all at once, staying up until the wee hours. It ran twelve pages for what was simply a bar-fight, a night in jail, a crime scene, and a final fight.

Eight of those pages were describing the crime scene and the backstory. I read it the next day, threw out the rest of my coffee, forgot about breakfast, and deleted the entire thing.

I re-wrote it later, glossing over the details. I can be depraved. Or I can choose not to be, and mine it for ideas.

Telas
 

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