No, I'm not referring to suggestions about playing D&D after I die.
I'm referring to playing a D&D campaign with a plot centered on the afterlife. Particularly, the concept of a petitioner in Planescape/Forgotten Realms. (Warning: Rilmani is an amazing planar time sink.)
This has a few promising perks:
- Petitioners don't remember their former lives. This is the perfect background for classic Amnesia-style tropes and an easy way to bring the PCs together.
- Petitioners usually have similar alignments and beliefs. This also is an easy way to bring PCs together.
- Adventuring in the afterlife would be quite unique and interesting.
That said, I have a couple of problems.
As the article hints at, how do I make amnesiac PCs in an afterlife scenario have sufficient motivation to pursue a plot? After all, they are already in heaven...what more can you want?
Are there any obvious alterations that must be made to the game rules in an afterlife scenario that I should be aware of?
I'm planning to use D&D 5e. Also, the party, plane, and their deity will be good-aligned.