
248: Power of Weird
Dungeon Master’s Block
00:00
Getting Weird in a Campaign
They discuss the concept of getting weird in a campaign or one-shot, exploring scenarios where characters exhibit abnormal behavior or possess unusual abilities, leading to interesting role-playing moments. They also mention the potential drawbacks of introducing weird elements, such as derailing the story if the timing is not right.
Play episode from 16:05
Transcript


