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I thought Midnight was great...
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<blockquote data-quote="The Cardinal" data-source="post: 1320465" data-attributes="member: 634"><p>Well, besides the great crunchy bits for playing powerful races, legendary heroes, and the new classes?</p><p>Besides the freedom from metaplots and Elminster-style NPCs?</p><p>Besides the fact that there are no real gods yet - and that you might become one?</p><p></p><p>I believe IMHO that it is the deep innocence of all the elements of the setting:</p><p> Players who wouldn't be caught dead playing a drow, or a paladin, or a gnome - are suddenly climbing over each other to do so. This world is too young for cheesy stereotypes - is it up to you to create the icons and idols of this setting! YOU get to develop the really cool characters, the ones who did it FIRST.</p><p>There are no good or evil races or nations here - though some are on their way to become so. </p><p>There are no shining kingdoms who rule continents, no dark omnipresent empires - though some are on their way to become so.</p><p>There are no medusas or basilisks or hydras - only THE Medusa, THE Basilisk, and THE Hydra: powerful and enigmatic monsters, undefeated and feared.</p><p></p><p>The PLAYERS' characters will decide what will be the legends and religions of the future: there is plenty of room, even need, for those who want to carve out their own kingdoms, cults, and dynasties. </p><p> Dawnforge lets you see all the clichés of fantasy roleplaying with the untainted eyes of a child - it's all yours again!</p><p></p><p></p><p></p><p>The adventure? Well, as I've told the players, this will begin in the most classic of ways: in a tavern...</p><p></p><p>...where a nearly penniless group of seven, no eight adventures will be hired by some poor peasants who need protection for their small village...</p><p></p><p>[PCs: tiefling sorcerer (f), tiefling wizard of entropy (m), yuan-ti thinblood monk (f), human lowlander shaper [power/elemental] (m), night elf rogue (m), gnome shaman (m), minotaur fighter (m), ogre ranger (m)]</p></blockquote><p></p>
[QUOTE="The Cardinal, post: 1320465, member: 634"] Well, besides the great crunchy bits for playing powerful races, legendary heroes, and the new classes? Besides the freedom from metaplots and Elminster-style NPCs? Besides the fact that there are no real gods yet - and that you might become one? I believe IMHO that it is the deep innocence of all the elements of the setting: Players who wouldn't be caught dead playing a drow, or a paladin, or a gnome - are suddenly climbing over each other to do so. This world is too young for cheesy stereotypes - is it up to you to create the icons and idols of this setting! YOU get to develop the really cool characters, the ones who did it FIRST. There are no good or evil races or nations here - though some are on their way to become so. There are no shining kingdoms who rule continents, no dark omnipresent empires - though some are on their way to become so. There are no medusas or basilisks or hydras - only THE Medusa, THE Basilisk, and THE Hydra: powerful and enigmatic monsters, undefeated and feared. The PLAYERS' characters will decide what will be the legends and religions of the future: there is plenty of room, even need, for those who want to carve out their own kingdoms, cults, and dynasties. Dawnforge lets you see all the clichés of fantasy roleplaying with the untainted eyes of a child - it's all yours again! The adventure? Well, as I've told the players, this will begin in the most classic of ways: in a tavern... ...where a nearly penniless group of seven, no eight adventures will be hired by some poor peasants who need protection for their small village... [PCs: tiefling sorcerer (f), tiefling wizard of entropy (m), yuan-ti thinblood monk (f), human lowlander shaper [power/elemental] (m), night elf rogue (m), gnome shaman (m), minotaur fighter (m), ogre ranger (m)] [/QUOTE]
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