I actually had the same problem with a character and had to drop them for that very reason, so I'm curious about the suggestions you will get.
I've since thought about the problem a little and came up with some thoughts at least, maybe there's something useful there to expand on:
- A trusted castmate to calm them down and reassure them would be ideal, but that may not always be possible for any number of reasons.
- You could dedicate their first few days/weeks to hardcore escape attempts and, in failing those, have them settle into accepting that getting home will take a while and they'd better get involved with local people and events until then.
- Instead or in addition to that you might want to try and get them close CR with somebody fast, specifically find one or two people they can care about OR strongly dislike fast, so that they have a reason to get involved in what is happening in this world - find them a plot that immediately and urgently grabs their attention and breaks the BUT MY HOMEWORLD BUT MY HOMEWORLD BUT MY HOMEWORLD pattern in favour of realising that they might be needed or wanted elsewhere.
- Similarly, find something in their new world that appeals to them enough to take it into consideration first. Maybe a heroic type would believe it was their destiny to do good in this new place first? Since you say they are familiar with responsibility and power, maybe the setting you throw them in is awful or questionable in ways they wouldn't feel comfortable about just leaving behind, despite worrying about their homeworld? Maybe they would take a hit to their pride and feel the need to prove that nobody will trap them like that without severe consequences. Or maybe they want to stay and find a way to harvest and return whatever magic or technology trapped them to their homeworld.
I don't know how much of this could apply to your character, but it's all I have so far.
Re: overly responsible "BUT MY HOME WORLD!!" types in jamjars | general
I've since thought about the problem a little and came up with some thoughts at least, maybe there's something useful there to expand on:
- A trusted castmate to calm them down and reassure them would be ideal, but that may not always be possible for any number of reasons.
- You could dedicate their first few days/weeks to hardcore escape attempts and, in failing those, have them settle into accepting that getting home will take a while and they'd better get involved with local people and events until then.
- Instead or in addition to that you might want to try and get them close CR with somebody fast, specifically find one or two people they can care about OR strongly dislike fast, so that they have a reason to get involved in what is happening in this world - find them a plot that immediately and urgently grabs their attention and breaks the BUT MY HOMEWORLD BUT MY HOMEWORLD BUT MY HOMEWORLD pattern in favour of realising that they might be needed or wanted elsewhere.
- Similarly, find something in their new world that appeals to them enough to take it into consideration first. Maybe a heroic type would believe it was their destiny to do good in this new place first? Since you say they are familiar with responsibility and power, maybe the setting you throw them in is awful or questionable in ways they wouldn't feel comfortable about just leaving behind, despite worrying about their homeworld? Maybe they would take a hit to their pride and feel the need to prove that nobody will trap them like that without severe consequences. Or maybe they want to stay and find a way to harvest and return whatever magic or technology trapped them to their homeworld.
I don't know how much of this could apply to your character, but it's all I have so far.