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How Weird Do You Like Your D&D
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<blockquote data-quote="Ruin Explorer" data-source="post: 8845750" data-attributes="member: 18"><p>Yeah I think is generally good advice, and it's not just about DMs, it's that things normalize in the minds of players and they do so pretty rapidly, so if they're reliant on being weird for their impact, you gotta limit exposure or you've gotta have something so extreme it can't really normalize (and that latter does rely on DM skill, especially in stuff like description and maintaining tone - like if you're going through fleshy tunnels in the belly of the beast, and the DM just starts treating them like any old tunnels, that's not going to work).</p><p></p><p>My favourite use of weirdness from myself is still describing the fort in the Hill Giant part of Against the Giants so well the Thief player exploring it (with a ring of invisibility) actually started to freak out and had to leave because it was too weird.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8845750, member: 18"] Yeah I think is generally good advice, and it's not just about DMs, it's that things normalize in the minds of players and they do so pretty rapidly, so if they're reliant on being weird for their impact, you gotta limit exposure or you've gotta have something so extreme it can't really normalize (and that latter does rely on DM skill, especially in stuff like description and maintaining tone - like if you're going through fleshy tunnels in the belly of the beast, and the DM just starts treating them like any old tunnels, that's not going to work). My favourite use of weirdness from myself is still describing the fort in the Hill Giant part of Against the Giants so well the Thief player exploring it (with a ring of invisibility) actually started to freak out and had to leave because it was too weird. [/QUOTE]
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