Kamikaze Midget said:
Interesting. I've never had a desire to disrupt a campaign midway through it, but I've often *started* campaigns like that. For instance, my Cthulhu Comes to Town campaign started with the idea that everyone in FR woke up one morning, and, suddenly, their magical knowledge started draining away their sanity.
It doesn't have to be disruptive at all, it should just seem that way at first. For instance here is a quick campaign outline.
1) The heroes, who are from the City, go on several seemingly unrelated short adventures in the City and surrounding country side that familarize them with the territory.
2) During these beginning adventures the Hero's find clues that lead them to the discovery of a dungeon that has been long forgotten.
3) The heroes go to said dungeon to find out it was built by followers of a LE god of corruption to summon one of the god's servants. By entering the dungeon they awaken the servant. They defeat the servant and take his loot.
4) They return to the City to find everyone has become undead for no apparent reason.
5) In the treasure they got from the dungeon they found a puzzle box with a symbol on it that resembles a symbol some of the undead wear on themselves or mark on buildings.
6) researching the symbol and puzzle box leads them to a hidden and forgotten library of forbidden books, where they learn that the LE god had an arch-enemy, a CE god of disease and undead. The CE god also had a dungeon where his servant was imprisoned. By awakening the LE god's servant they awoke the CE god's servant too, who broke free and caused the spread of the undead infection.
7) Now the Heroes have to find the dungeon of the CE god so they can slay his servant and stop the spread of the undead.
There see. It can work and make sense.