I'm going to be starting a new campaign soon (I always have two on the go, and alternate to prevent player and GM burnout...I run one until the end of a story arc, then switch to the other and do a back and forth like that) and I'm going to flirt with madness. LOL. The player is going to have to make a completely batshit crazy character. How am I going to accomplish this you ask? By having them make a character for a vastly different part of my setting, from a vastly different culture, etc. How the world is explained to them will seem straight forward, but little do they know that they are somewhere else doing something else...and those aren't orcs. Or something like that. I hate orcs, so that was just an example. For another example: PC is sneaking through the woods tracking kobolds that took her baby, while orcs chase her because she took their pies. I describe this in it's entirety as though it's really happening, while in fact the PC is actually chasing street urchins that stole her dirty catlady shawl that she keeps a moldy turnip wrapped up in, and the city watch is chasing her for stealing pie in the market place.
Why would I do all this you may wonder? Well, after a couple sessions I let the other shoe drop, the plot twist unfolds, and the PC is now faced with the dilemna of trying to decipher what is real, what is not, and who she really is. In a group it wouldn't work, but luckily my only player is also my fiance, nd I've grown quite fond of solo campaigns. Trust factor is another one that would stop this from working, but she trusts me implicitly and knows I wouldn't do anything lame, or worse, disrespectful to her character.
Anyone else ever play around with madness in their campaigns? I don't mean Call of Cthulu style madness, or even the old WFRP style madness...I'm talking reeeaalll too-far-gone-madness here. Any horror stories or advice for me?
For what it's worth, she's already made the character...a barbarian much like Grace Jones character in Conan, but pale and dreadlocked.