The Raven's GateIt started with a players wanted ad. Old-school style.
"Okay, here's the idea. This is a tough campaign, hex crawl, dice fall where they may. But the characters are tough cookies: seventh-level gestalt, generous ability array, double GP, no prestige classes or magic items to start, but otherwise anything you want."
We suspected nothing.
"I've got a gazetteer here, but pitch some ideas and I can help you fit them in. I also definitely recommend at least one spell-casting class in the gestalt... and Survival skill and Constitution will be vital. Also, if you look unusual, community is life in the desert — make sure you have some Charisma and Diplomacy."
The DM maintained a strong emphasis on survival: death was a real possibility.
"There are also some optional and house rules: custom UA flaws you might want to consider, races, teamwork training, etc."
But it looked like a good time.
"Everyone finished? Great! Okay... You took a shortcut across a bit of the desert borderlands, and are a day's hike south of the fortress town Kayubat. It's almost dawn, and time to break camp and finish the grueling trek..."
We had no idea.