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Lets Talk Midnight! [ Jerod Please Stay Out ]
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<blockquote data-quote="Emiricol" data-source="post: 1272697" data-attributes="member: 469"><p>Joshua's comments are well thought out, and pretty much right on target.</p><p> </p><p> However, the heroic paths can be used or not (Rule Zero), but since magic is risky and magic items are nearly as much of a curse as a blessing, the Heroic Paths add some cool flavor and help make PCs viable.</p><p> </p><p> I would like to point out that there are many, many differences between LotR and Midnight - the resemblance is inspirational, not plagiarism-like.</p><p> </p><p> One final note - just because players can't overthrow Izrador (or they can - see Rule Zero again), doesn't mean the game must be grim/hopeless. It is a dark setting, true, but there are a lot of things players can do. The Sarcosans are well positioned to unite in rebellion, and could secure the Elves' southern flank, for example. The Dwarves could regain contact with one another and put more pressure on the east flank, taking pressure off the Elves in general. For example.</p><p> </p><p> So there is a lot that you can do, within the intended framework of the setting. More with Rule Zero (and come on, name me a DM that doesn't Rule Zero *something* in their settings!).</p></blockquote><p></p>
[QUOTE="Emiricol, post: 1272697, member: 469"] Joshua's comments are well thought out, and pretty much right on target. However, the heroic paths can be used or not (Rule Zero), but since magic is risky and magic items are nearly as much of a curse as a blessing, the Heroic Paths add some cool flavor and help make PCs viable. I would like to point out that there are many, many differences between LotR and Midnight - the resemblance is inspirational, not plagiarism-like. One final note - just because players can't overthrow Izrador (or they can - see Rule Zero again), doesn't mean the game must be grim/hopeless. It is a dark setting, true, but there are a lot of things players can do. The Sarcosans are well positioned to unite in rebellion, and could secure the Elves' southern flank, for example. The Dwarves could regain contact with one another and put more pressure on the east flank, taking pressure off the Elves in general. For example. So there is a lot that you can do, within the intended framework of the setting. More with Rule Zero (and come on, name me a DM that doesn't Rule Zero *something* in their settings!). [/QUOTE]
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