That depends how smart the DM is about the whole thing, and how interesting the twist is.
If I am led to believe that I'm playing in a 3e city-based campaign, and I build a socially-minded rogue, and then I find that I'm actually playing in an underworld filled with undead, I'm going to be rather put out - the DM has allowed me to make a character that's going to be next to useless in the game. That's not much fun.
The thing a DM needs to ask themselves is, "Why am I using a twist?" The dramatic impact of the twist is one-time-only. The tactical impact is lasting - the twist is a good way of having players create characters who are unprepared for the new scenario. But, as shown above, that's not always fun.
Why have a surprise twist, rathe rthan tell the players, "You'll be starting in the city of Grugburz, but very soon after the character is gong to be taken into territory he's unfamiliar with?"
If I am led to believe that I'm playing in a 3e city-based campaign, and I build a socially-minded rogue, and then I find that I'm actually playing in an underworld filled with undead, I'm going to be rather put out - the DM has allowed me to make a character that's going to be next to useless in the game. That's not much fun.
The thing a DM needs to ask themselves is, "Why am I using a twist?" The dramatic impact of the twist is one-time-only. The tactical impact is lasting - the twist is a good way of having players create characters who are unprepared for the new scenario. But, as shown above, that's not always fun.
Why have a surprise twist, rathe rthan tell the players, "You'll be starting in the city of Grugburz, but very soon after the character is gong to be taken into territory he's unfamiliar with?"