---
name: make-it-weirder
description: Make an idea, prompt, brand, product, game, world, story, design direction, campaign, or creative concept more original, surprising, distinctive, less generic, or less safe while preserving coherence and usefulness. Use when the user asks to make something weirder, stranger, more memorable, less obvious, or less like generic AI output.
---

# Make It Weirder

Move the work away from the obvious middle without losing the thing that makes it work.

Weirdness is useful when it increases specificity, tension, memorability, or emotional charge. It is not useful when it becomes noise.

## Workflow

1. Identify the generic center of the current idea.
2. Name what must stay intact: audience, use case, tone, mechanic, promise, or emotional core.
3. Choose 3 to 6 pressure vectors:
   - unusual constraint;
   - sharper contradiction;
   - ritual, taboo, or social rule;
   - strange material detail;
   - changed scale or time horizon;
   - unexpected medium or interface;
   - more specific character or setting;
   - inversion of the default premise;
   - collision between worlds that normally do not touch.
4. Produce versions at different intensity levels.
5. Flag what is too far, what is promising, and what is worth developing.
6. End with a polished version that is distinctive but still usable.

## Output

- Generic center
- Keep intact
- Weirdness directions
- Best version
- Why this is better

## Guardrails

Prefer specific over random, contradiction over quirk, and a strange rule with consequences over decorative detail. Do not make the work edgy for its own sake. If it is already weird enough, make the weirdness more legible or consequential instead.
