Sooner or later, I find myself wanting to include something strange
to catch my players off guard. Typically, that's what players
remember about a session: the new, the strange and the unexpected.
There are some areas and strategies I find that make it a bit easier
and some ideas that are important in such situations. It is these
areas I wish to cover today.
Not Too Much
If something is meant to be strange, I find it works best if it's
used 3 times or less in a campaign. The thing that makes the
situation novel is that it is that it is new and unexpected. Using
something strange and alien throughout a campaign can be a good thing
and give the campaign itself a feeling of uniqueness. However, there
are many times when I want something for one session and that is it.
The lack of use makes that particular moment special instead of the
campaign.
Breaking the Rules
The easiest and most straight forward way to create something strange
and new is to play around with the rules the players are used to.
They are used to walking? Maybe they float when they enter the room.
They are used to seeing? Maybe the entire room is magically dark so
that no light can be used. As a result, your players are forced to
find their enemies through sound alone. Making things worse, there
are obstacles that they can't see but you, the Dungeon Master, can.
Imagery and Description
Sometimes the scene and sights can contribute to how memorable
something is. If there was only one NPC your players ever met with a
broken nose, chances are that they'll remember that guy. For
locations it's the same. This is doubly true if the sight is super
odd. A strange painting is a good example. If all of the paintings
are normal landscapes and there is one in a far corner that is
different shades of darkness with mist and glowing eyes, the way it
sticks out in the scene will help cement it in their minds. The
opposite can be true as well. If something is too perfect or too
imperfect, it may also catch the attention of your players and make
it more memorable. In this case, it should be an exception in the
general campaign. The same idea can extend to other senses, but I
found that visual description are best remembers, especially when
your players are good at picturing things in their mind.
Contents
Of course, locations will also have thing and people in them. If
there is a particularly memorable character, it won't matter that the
inn looks like almost every other with some slight details changed. I
spent time giving ways to make locations no longer mundane but
instead out of the ordinary. If every location is like that, the
wonder is lost. Sometimes it's the unique inhabitants that make an
otherwise mundane place memorable.
Events
Having gone through everything else, sometimes places are strange and
memorable because of what happened in them. If they are in a mundane
place but are told about how a crazy wizard tried to summon an undead
army on that spot but ended up blowing himself to pieces, your
players might remember it just because of the story. Even more
memorable is if the players take part in the event. When I said
strange in the title, it isn't only about otherworldly things. It can
also be things they don't often see. Maybe the players spent most of
their time in bustling towns and cities and now, they see mostly
abandoned and burned houses in a big city. As they visit it again and
again, it gets better and closer to its former glory but damage still
remains on the walls as reconstruction is prioritized to more
important places.
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