OOh okay that got me thinking about my most recent campaigns (in reverse order from latest to oldest from memory):
- PCs from Faerun end up in Falkovnia, a Domain of Dread
- PCs start off as prisoners in Avernus, escape and end up in an unfamiliar region of the Sword Coast
- PCs have travelled to a frontier village near a mega dungeon (ie, far away from their homes)
- PCs are ancient greeks who get shipwrecked and end up on Monster Island with no immediate way back
...okay you're not the only one
The three campaigns I've run for 5e, in my homebrewed setting ...
(First campaign, 1-20) The PCs started in a city that was promptly menaced by various undead. The party took eight or so sessions to resolve that, then started looking at things they were interested in outside that city--but they kept coming back to that city as kinda a homebase, and the eventual high-level nemesis turned out to be at least indirectly connected to that city.
(Second campaign, ongoing, level 19) The PCs started in a caravanserai/carriage inn that was promptly menaced by a contagious cult of a Great Old One. The party took eight or so sessions to back-trail them and/or chase them down (it was actually some of both) then they started wandering around the setting, kinda stumbling into things, eventually finding a couple of nemeses, which turned out to be threatening a couple of cities to which the PCs have become attached, and which they have kinda alternated between as far as treating them as their home bases.
(Third campaign, ongoing, level 6) The PCs started as long-time locals in a conurbation that is the largest city on the main setting-world, which was promptly menaced by rats, various sorts of people turned rattish, wererats, and rattish fiends. Twenty-nine sessions in, they're getting close to resolving that. They have a lot of connections to and in the starting city, but they also have things they are interested in that if they pursue them will take them elsewhere.
Apparently I don't do those sorts of "twists" in my campaigns.