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<blockquote data-quote="dglass" data-source="post: 431280" data-attributes="member: 5484"><p><strong>Re: My 2 cents...</strong></p><p></p><p></p><p></p><p>It really depends on what genre you are going for. If the supernatural in your world is mostly bad your setup would dovetail nicely into a Shadowchasers campaign.</p><p></p><p>I am notorious among my players for using dimensional gates as jumping off points for campaigns. I like doing fish out of water stories so I would have these lovely co-eds captured by orcs and dragged back through to portal. Modern day characters in a fantasy world shows up in many novels. My usual thing is to do one-shot in which the plot resolves itself and at the end the players have to decide if they want to stay in the fantasy world or go back. Returning to the 'real world' doesn't mean the end of the campaign however. They might return to a universe which is very similar to their home but different in a disturbing way. Stuck in a parallel universe they have to escape or die. Once a character has been through one interdimensional portal they are pretty much wierdness magnets so I don't let them rest. Even when they do get home I would have someone or something follow them. When the characters are to blame for unleashing evil on a wholly unprepared world they are usually more inclined to do something about it.</p></blockquote><p></p>
[QUOTE="dglass, post: 431280, member: 5484"] [b]Re: My 2 cents...[/b] It really depends on what genre you are going for. If the supernatural in your world is mostly bad your setup would dovetail nicely into a Shadowchasers campaign. I am notorious among my players for using dimensional gates as jumping off points for campaigns. I like doing fish out of water stories so I would have these lovely co-eds captured by orcs and dragged back through to portal. Modern day characters in a fantasy world shows up in many novels. My usual thing is to do one-shot in which the plot resolves itself and at the end the players have to decide if they want to stay in the fantasy world or go back. Returning to the 'real world' doesn't mean the end of the campaign however. They might return to a universe which is very similar to their home but different in a disturbing way. Stuck in a parallel universe they have to escape or die. Once a character has been through one interdimensional portal they are pretty much wierdness magnets so I don't let them rest. Even when they do get home I would have someone or something follow them. When the characters are to blame for unleashing evil on a wholly unprepared world they are usually more inclined to do something about it. [/QUOTE]
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