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How Weird Do You Like Your D&D
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<blockquote data-quote="Fanaelialae" data-source="post: 8845886" data-attributes="member: 53980"><p>I don't think the only two options are to either limit exposure or do something extreme. IMO, the best option for a high weirdness scenario is to maintain the weirdness. Obviously, there will be variance in the level of weirdness. I'm just saying your options aren't simply rare weirdness or shock value weirdness.</p><p></p><p>To use your fleshy tunnel example. </p><p></p><p>You (and I mean you in the general sense, not you specifically) might have an eye suddenly open and stare at them (the eye doesn't have to do anything, though they won't necessarily know that). You could have a pustule that slowly emits gas (smelly but harmless). Heck, even something like describing a stone room ahead (when everything else has been flesh) can really weird them out. Obviously, these rainbow herrings should be intermixed with actual encounters as well.</p><p></p><p>Plus, you need to periodically reemphasize the fleshiness of the tunnels, because if the DM gets lazy and just describes it in technical language like it's any old dungeon tunnel (it's 50' long and 10' wide and T's off at the end) then it will certainly lose its impact in no time.</p><p></p><p>Maintaining weirdness does admittedly come with certain challenges, but if you can describe a dungeon vibrantly then you have the skills to handle it, IME.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8845886, member: 53980"] I don't think the only two options are to either limit exposure or do something extreme. IMO, the best option for a high weirdness scenario is to maintain the weirdness. Obviously, there will be variance in the level of weirdness. I'm just saying your options aren't simply rare weirdness or shock value weirdness. To use your fleshy tunnel example. You (and I mean you in the general sense, not you specifically) might have an eye suddenly open and stare at them (the eye doesn't have to do anything, though they won't necessarily know that). You could have a pustule that slowly emits gas (smelly but harmless). Heck, even something like describing a stone room ahead (when everything else has been flesh) can really weird them out. Obviously, these rainbow herrings should be intermixed with actual encounters as well. Plus, you need to periodically reemphasize the fleshiness of the tunnels, because if the DM gets lazy and just describes it in technical language like it's any old dungeon tunnel (it's 50' long and 10' wide and T's off at the end) then it will certainly lose its impact in no time. Maintaining weirdness does admittedly come with certain challenges, but if you can describe a dungeon vibrantly then you have the skills to handle it, IME. [/QUOTE]
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