There is a substantial hurdle to pass when it comes to taking your normal fantasy adventure and doing something with it that will leave the players completely out of their element. Today’s post is about the process of creating weirdness to be remembered.
The high-level idea is to take an ordinary story element and then just change everything that you would normally expect of it. That element becomes a seed that grows into a full-scale anomaly, used to complement an appropriate atmosphere and tone. Some of the inspiration for this process can be had from classic science fiction and fantasy productions like The Twilight Zone, Outer Limits, Amazing Stories, Weird Tales, etc. All of these shows had a similar formula where in each episode there was a science-fiction/fantasy theme, omniscient narration, and various twists where introduced along the way. And they all frequently played around with interesting and uncommon perspectives on subjects like time travel, mass hysteria, social commentary, nuclear disaster, and conspiracy theories. These are all things that can be done with a D&D campaign, and in my opinion, aren’t being done enough today. One just needs to choose an approach and paint a compelling vision.
Each of these various productions had their own way of presenting their stories in an entertaining and engaging manner. The Twilight Zone premise revolved around a main allegory or fairy tale that reflected the moral or philosophical dilemmas that the characters’ faced. The Outer Limits was more focused on action and suspense based on the conflict between the human spirit and grim forces which could be either internal or external. Both approaches are very effective, but you definitely need to focus on a single approach in order to get a consistent vibe.
In a D&D adventure that focuses on “weird fantasy”, it is sometimes useful to create a MacGuffin or Big Dumb Object for the players to focus on while everything comes unraveled around them. It keeps them on their toes, because they’re not really sure how to even get back to solid footing. In the television and film industry, a MacGuffin is a supposedly important item that actually has very little significance to the fundamental plot which makes a great distraction but still drives the story along. Similarly, a “Big Dumb Object” (BDO) is any unexplainable object, of unknown origin and immense power, in an adventure which creates a disturbing sense of wonder by its very existence. It should have properties that are wholly unexplainable and undeniable, leaving the characters very uncertain of how to deal with it. The players are now out of their element, because their normally understood game world has this X factor which is somehow affecting the plot but just knowing about the X factor doesn’t necessarily mean they understand it.
Another inspiration for the process is the whole industry of weird fiction. There is a growing genre in fiction referred to as the bizarro world. While the style that bizarro represents isn’t anything new, it is becoming more common to today’s popular television and movies. So why not bring it into your favorite mainstream hobby game? Certainly you don’t have to turn every other D&D adventure into a gruesome horror story, far from it. Bizarro fiction is more about exploring weirdness as an artform, which leads to very surprising places. Which is one of our objectives. And this brings us back to crafting the playable anomaly where the bizarro element permits adventure where anything goes and nothing is predictable. Beautiful!
The end result can bring new joy to groups that want to experience something that is considered truly fantastic even in a world where fantastic is the norm. It just has to be odd enough to really become memorable. For example, suppose the characters are traveling to a neighboring region on a diplomatic mission. Two days into the trip, they stop in a town for rest and supplies. The town seems normal enough, but that changes as soon as the characters encounter locals gathering at an auction where the hot items are actually loved ones who happen to be mindless flesh-eating undead. Yikes. After several questions are asked, it is apparent that there are several large families here that are doing this and sometimes even trading amongst themselves. What are the players supposed to make of this? No one else in town seems to think it’s a problem and they will violently defend their way of life against any outsiders trying to interfere. This is just the kind of scenario that the characters could remember for some time. ”Remember that nutty town with that traded zombies like beaver pelts? Just weird!”
So, go forth and mess with their heads. Come back frequently and we’ll keep feeding you the bits to make it happen!
