The Faerie Trap
So I was watching a show recently and it made me start thinking of some stuff for faerie. One of which I think is a neat (though admittedly cliche) idea, but I don't know how to do it in a game. The idea is that something in faerie (maybe faerie itself) wants to keep them there so their dreams start coming true. Monsters are super easy to slay, treasure is everywhere, nearly impossible feats they can just do. The idea being that the characters will get bored and start to realize that something is wrong and try to investigate it. But the issue is that I think the players would just get bored of the game before trying to actually dig deeper into the why things are going the way they are. And instead of investigating they'd just stop playing.
I asked for opinions and advice in the OSR discord and got some good responses.
One of which from Plox was to increase the speed at which things happen. Maybe have one session where, after they are unknowingly trapped everything seems to just be going their way. After that just fast forward to having successfully completed their plans.
Another idea from TDF is instead of focusing on things being too easy, make it more dreamlike. Have items swap around, coins change value, when a character draws their sword mention how they take out their mace ready to attack.
I think working those two in conjunction would work, I personally want to keep with the wish fulfillment part, but throwing in things just changing would be a quick indicator to players that something is wrong. Whichever way you do it, I think if I ever get this idea to the table I need to make sure to not be coy. If players ask if something is up be upfront and honest with a "Yes, this isn't how things normally go, something feels off to you."
If you've done something like this, and you're in the same circles I am, let me know what did and didn't work for you. I'm still not 100% if this is something that would really work at a table or if it's better to stick into a story.