Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Changing campaign style - casting for ideas & comments!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="randomling" data-source="post: 1647001" data-attributes="member: 8432"><p>I'm one of StalkingBlue's players, so I thought I'd leap in and be the first to give my opinions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I've been loving the grimness of Midnight. It feels heroic in a Beowulf/Tolkein sense - at best, our heroes are destined to die achieving something earth-shattering and wonderful, at worst we're doomed to die achieving little or nothing at all. I wouldn't want to lose that impression or the dangerousness of the setting. However, I am at a point where I want to start making a tangible difference in the game setting, and (now 6th level) I don't have the power or influence to do that yet.</p><p></p><p> </p><p>I loved the ghost scenario - it was a refreshing change of pace from our ordinary game style, an opportunity for lots of great roleplay (being one of the already-awakened PCs trying to snap her friends out of the amnesiac state was fantastic) and a genuinely fun adventure where I felt like we'd genuinely achieved something. The repercussions later have reinforced that impression - with the one adventure that didn't take place in the "real world", the PCs made life significantly better for a fairly large number of humans in Erethor, which feels like an important achievement.</p><p></p><p> </p><p>I like the sound of that - I certainly wouldn't be in favour of Star Trek-esque forays in the past to rewrite historical events to our liking. But I do like the idea of making small but tangible differences to the campaign world. Of course, in keeping with the dangerous feel of the game, we ought to be able to influence the present/future positively as well as negatively!</p><p></p><p> </p><p>If you're going to take us out of our accustomed time and/or place, rooting us in the scenario is probably important. Certainly taking on alternate personas (that were also close to our own personalities as PCs) was part of the fun of the scenario as well as one of the things that helped us to make sense of what was going on! I like the idea of the Contact Points - I can imagine good contacts being necessary for survivability in some cases, and mightily useful in others...</p><p></p><p> </p><p>Hm - that's a really interesting idea! Of course the attraction for me as a player is to have my PC achieve great heroic things rather than accumulate riches or high office. (Magic items never go astray... but in Midnight... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> )</p><p></p><p> </p><p>My freedom is very important to me, but at the same time being able to pick and choose where and when we go right off would be too much and too confusing for now, especially when we know so little about the past. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Maybe in a few levels we could find a way to have more choice than just being sent. I think that as we get more involved with this, we'll end up with a unique (or near-unique) vantage point on the world, with a much clearer idea of the big picture than many NPCs that we currently think of as being extremely powerful.</p><p></p><p> </p><p>That's very important to me too - I enjoyed the ghost scenario hugely, but I also love playing in our current "regular" style, fighting and killing evil forces, and hopefully making headway against the Shadow with force and tactics as well as wandering about in the past (or whatever).</p><p></p><p></p><p>Ooh, I like the idea of that. Something I read in a Midnight book somewhere also ties in with this for me, too - something called "the magic of fate", which according to the books creates the heroic paths and covenant items and other nifty stuff, as it tries to nudge the world away from the dark god and back towards the fate it was "supposed" to have. If that inspires you maybe it could be worked in too?</p><p></p><p></p><p>Can't think of anything you're overlooking, for now anyway. I'll look forward to discussing things with the group on Thursday!</p><p></p><p>Hope some of that was helpful... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="randomling, post: 1647001, member: 8432"] I'm one of StalkingBlue's players, so I thought I'd leap in and be the first to give my opinions. :) I've been loving the grimness of Midnight. It feels heroic in a Beowulf/Tolkein sense - at best, our heroes are destined to die achieving something earth-shattering and wonderful, at worst we're doomed to die achieving little or nothing at all. I wouldn't want to lose that impression or the dangerousness of the setting. However, I am at a point where I want to start making a tangible difference in the game setting, and (now 6th level) I don't have the power or influence to do that yet. I loved the ghost scenario - it was a refreshing change of pace from our ordinary game style, an opportunity for lots of great roleplay (being one of the already-awakened PCs trying to snap her friends out of the amnesiac state was fantastic) and a genuinely fun adventure where I felt like we'd genuinely achieved something. The repercussions later have reinforced that impression - with the one adventure that didn't take place in the "real world", the PCs made life significantly better for a fairly large number of humans in Erethor, which feels like an important achievement. I like the sound of that - I certainly wouldn't be in favour of Star Trek-esque forays in the past to rewrite historical events to our liking. But I do like the idea of making small but tangible differences to the campaign world. Of course, in keeping with the dangerous feel of the game, we ought to be able to influence the present/future positively as well as negatively! If you're going to take us out of our accustomed time and/or place, rooting us in the scenario is probably important. Certainly taking on alternate personas (that were also close to our own personalities as PCs) was part of the fun of the scenario as well as one of the things that helped us to make sense of what was going on! I like the idea of the Contact Points - I can imagine good contacts being necessary for survivability in some cases, and mightily useful in others... Hm - that's a really interesting idea! Of course the attraction for me as a player is to have my PC achieve great heroic things rather than accumulate riches or high office. (Magic items never go astray... but in Midnight... :eek: ) My freedom is very important to me, but at the same time being able to pick and choose where and when we go right off would be too much and too confusing for now, especially when we know so little about the past. :) Maybe in a few levels we could find a way to have more choice than just being sent. I think that as we get more involved with this, we'll end up with a unique (or near-unique) vantage point on the world, with a much clearer idea of the big picture than many NPCs that we currently think of as being extremely powerful. That's very important to me too - I enjoyed the ghost scenario hugely, but I also love playing in our current "regular" style, fighting and killing evil forces, and hopefully making headway against the Shadow with force and tactics as well as wandering about in the past (or whatever). Ooh, I like the idea of that. Something I read in a Midnight book somewhere also ties in with this for me, too - something called "the magic of fate", which according to the books creates the heroic paths and covenant items and other nifty stuff, as it tries to nudge the world away from the dark god and back towards the fate it was "supposed" to have. If that inspires you maybe it could be worked in too? Can't think of anything you're overlooking, for now anyway. I'll look forward to discussing things with the group on Thursday! Hope some of that was helpful... :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Changing campaign style - casting for ideas & comments!
Top