Sometimes things can get too familiar.

When I started my first WitchCraft campaign over a decade ago, everything was fresh and new. I was the only one at the table who’d read the books; my players had to discover the strengths and weaknesses of the adversary of the week through trial and error. We had a blast and when it was time to wrap the campaign, everyone hungered for more.

A couple of years later I ran a new WitchCraft campaign with mostly the same players. It was still a lot of fun, but most of the mystery was gone. My players, if not their characters, had seen these types of adversaries before and were anticipating strategies against them. It reminded me of my AD&D days, when I faced a creature from the Monster Manual for the first and then second time. It just wasn’t as exciting the second or third time around.

I once ran a published campaign  for Call of Cthulhu called Coming Full Circle. Rather than the usual mythos rogues gallery my players were used to, this campaign used only ‘classic’ baddies, like ghosts and vampires. While it was a minor tweak, it made the entire campaign feel different. I had a very similar experience running Delta Green.

When I ran my most recent WitchCraft campaign I also tried something a little different. While the threats were still magical/supernatural, I gave them a scientific gloss and each adventure used a 1950s/1960s movie for inspiration. It worked like a charm. My players were discovering threats for the first time again and enjoying the heck out of it.

So how about you? Have you ever bent a setting/genre enough to make things different without breaking it or making it feel like a different game? How well did it work? Did it go badly and, if so, what caused it to fail? Has your group ever lost interest in a setting because there were no secrets left?