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One Thousand Ways to Freak Out Your Players
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<blockquote data-quote="Evilboy" data-source="post: 216528" data-attributes="member: 186"><p>185: Start subtle product placement in your campaign, with either real or imaginary product brands. Continue to make more and more blatant placements until every bartender has a thirty-second monologue prepared for Dave's Daring Dwarven Brew.</p><p></p><p>186: Have powerful NPC villains and adventuring allies begin wearing endorsed armor or equipment, much like a professional athlete. </p><p></p><p>"Just so you know, before I slay you with my sword, notice its great design, effecient and beautiful hilt and the care that was put into the vorpal enchantment. Anybody can make a vorpal sword, but only Everald's Excellent Echantments Incorporated can make a sword so good, its evil."</p><p></p><p>187: Have an NPC, at a very intimate moment, confess that "sometimes, it feels like, I don't know, you, me, we're not even real. How do we know that our actions are our own? How are our fates decided? Doesn't this ever feel like some sick game to you? Haven't you really wondered what luck really is?"</p><p></p><p>188: Have a high-level dwarven cleric NPC who blatantly abuses their high HP. "Oh, its just a 170 foot drop, nothing that I can't handle. Ah, heck, that orc was just playin, it would take another twenty or so swipes before I'd even feel it!."</p><p></p><p>189: Have every villain, every orc, every demon, every single individual who they could ever slay and loot be carrying 50' of rope. Have absolutely no terrain that would call for it.</p><p></p><p>190: Have a wizard begin using communication spells (whispering wind, illusions, telepathy, etc.) to send out "chain letters", saying that the party must pass the message on or horrible fates will ensue. Ensure the message is properly cryptic and/or stupid.</p><p></p><p></p><p>- Evilboy</p></blockquote><p></p>
[QUOTE="Evilboy, post: 216528, member: 186"] 185: Start subtle product placement in your campaign, with either real or imaginary product brands. Continue to make more and more blatant placements until every bartender has a thirty-second monologue prepared for Dave's Daring Dwarven Brew. 186: Have powerful NPC villains and adventuring allies begin wearing endorsed armor or equipment, much like a professional athlete. "Just so you know, before I slay you with my sword, notice its great design, effecient and beautiful hilt and the care that was put into the vorpal enchantment. Anybody can make a vorpal sword, but only Everald's Excellent Echantments Incorporated can make a sword so good, its evil." 187: Have an NPC, at a very intimate moment, confess that "sometimes, it feels like, I don't know, you, me, we're not even real. How do we know that our actions are our own? How are our fates decided? Doesn't this ever feel like some sick game to you? Haven't you really wondered what luck really is?" 188: Have a high-level dwarven cleric NPC who blatantly abuses their high HP. "Oh, its just a 170 foot drop, nothing that I can't handle. Ah, heck, that orc was just playin, it would take another twenty or so swipes before I'd even feel it!." 189: Have every villain, every orc, every demon, every single individual who they could ever slay and loot be carrying 50' of rope. Have absolutely no terrain that would call for it. 190: Have a wizard begin using communication spells (whispering wind, illusions, telepathy, etc.) to send out "chain letters", saying that the party must pass the message on or horrible fates will ensue. Ensure the message is properly cryptic and/or stupid. - Evilboy [/QUOTE]
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