Altalazar
First Post
I think it is all in the execution - if done well, it can turn out REALLY well.
Some campaigns almost have it built in - like where Characters start off in whatever world and then end up in Ravenloft (and can't escape).
I think the only important thing is to keep the characters as themselves, with their histories ringing true - so then the disorientation is because of a recent change, not because of finding out you were someone else.
So lycanthropy or world shifting or apocalypse scenarios are all ok in that sense. The world (or personal circumstances) change in a radical way and the characters just have to deal with it. Something like that can also help to forge a very strong party bond. If your group represents the last living inhabitants of a world now gone, that is a bit of a stronger bond than a group representing random adventurers who met in a bar.
Some campaigns almost have it built in - like where Characters start off in whatever world and then end up in Ravenloft (and can't escape).
I think the only important thing is to keep the characters as themselves, with their histories ringing true - so then the disorientation is because of a recent change, not because of finding out you were someone else.
So lycanthropy or world shifting or apocalypse scenarios are all ok in that sense. The world (or personal circumstances) change in a radical way and the characters just have to deal with it. Something like that can also help to forge a very strong party bond. If your group represents the last living inhabitants of a world now gone, that is a bit of a stronger bond than a group representing random adventurers who met in a bar.