ruleslawyer
Registered User
What other posters here have said. I'm a big fan of StalkingBlue's Story Hours on this site as well.
An important thing to recognize with Midnight is that while the setting may seem restrictive due to the peculiar balance of power (Izrador, the Night Kings, legates, and orcs on top, everyone else underneath), it actually lends itself to a number of play styles. I actually tend to think of MN as quite close in flavor to Middle-Earth at the close of the First Age or, for that matter, the Third; hope is almost lost, and short of the other powers returning to Aryth or something else equally improbable happening (say, a halfling and his gardener buddy sneaking into Theros Obsidia and tipping over Izrador's Grand Mirror), the world will be lost to the Shadow. There are a few ways to play this, though:
1) Horror. The world is already lost to the Shadow, and the PCs' unique talents just mean that they're front and center to witness the terrifying nature of the Shadow manifest. This is a campaign style in which the PCs, as in Ravenloft, are largely helpless bystanders traveling through horrific scenarios involving creatures that could eat them as an appetizer or are sure to destroy them without serious detective work and "strategic behavior" (i.e., running away a lot!). Deluge the PCs with cunning, powerful, unique Fell, dread ceremonies, bound fiends, and other scary scary foes.
2) Hack-and-slash gaming. This version of Midnight resembles the worlds of Starcraft, Halo, or Warhammer; dark fantasy, "gritty" settings in which most motivations other than survival and bloodlust have long vanished. Gaming in this environment will involve stealth missions such as smuggling and rescue attempts, assassination campaigns against orc leaders and legates, and participation in the full-on, devastating warfare between Izrador and the surviving fey. Play up the world-at-war, grim, morality-deprived nature of the setting.
3) Heroic dark fantasy. "The Shadow does not hold sway yet. Not over me; not over you." This style of gaming echoes great fantasy works like LotR,; in such a style, there is hope, nobility, and honor in combatting the Shadow, and possibly even an outside chance that the PCs can turn the tide, if only temporarily. Such a campaign might culminate in the destruction of the Grand Mirror or possibly even the reforging of the world of Aryth itself.
Anyway, the point is that there are a myriad of options involving this setting. Good luck choosing yours!
An important thing to recognize with Midnight is that while the setting may seem restrictive due to the peculiar balance of power (Izrador, the Night Kings, legates, and orcs on top, everyone else underneath), it actually lends itself to a number of play styles. I actually tend to think of MN as quite close in flavor to Middle-Earth at the close of the First Age or, for that matter, the Third; hope is almost lost, and short of the other powers returning to Aryth or something else equally improbable happening (say, a halfling and his gardener buddy sneaking into Theros Obsidia and tipping over Izrador's Grand Mirror), the world will be lost to the Shadow. There are a few ways to play this, though:
1) Horror. The world is already lost to the Shadow, and the PCs' unique talents just mean that they're front and center to witness the terrifying nature of the Shadow manifest. This is a campaign style in which the PCs, as in Ravenloft, are largely helpless bystanders traveling through horrific scenarios involving creatures that could eat them as an appetizer or are sure to destroy them without serious detective work and "strategic behavior" (i.e., running away a lot!). Deluge the PCs with cunning, powerful, unique Fell, dread ceremonies, bound fiends, and other scary scary foes.
2) Hack-and-slash gaming. This version of Midnight resembles the worlds of Starcraft, Halo, or Warhammer; dark fantasy, "gritty" settings in which most motivations other than survival and bloodlust have long vanished. Gaming in this environment will involve stealth missions such as smuggling and rescue attempts, assassination campaigns against orc leaders and legates, and participation in the full-on, devastating warfare between Izrador and the surviving fey. Play up the world-at-war, grim, morality-deprived nature of the setting.
3) Heroic dark fantasy. "The Shadow does not hold sway yet. Not over me; not over you." This style of gaming echoes great fantasy works like LotR,; in such a style, there is hope, nobility, and honor in combatting the Shadow, and possibly even an outside chance that the PCs can turn the tide, if only temporarily. Such a campaign might culminate in the destruction of the Grand Mirror or possibly even the reforging of the world of Aryth itself.
Anyway, the point is that there are a myriad of options involving this setting. Good luck choosing yours!