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Lets Talk Midnight! [ Jerod Please Stay Out ]
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<blockquote data-quote="Neo" data-source="post: 1272735" data-attributes="member: 4139"><p><strong>Gregor said</strong></p><p></p><p></p><p>The Spell Energy system works fine, it requires a little bit more bookkeeping than normal on the players part but the whole feel of low magic comes across well.</p><p></p><p> </p><p></p><p>Absolutely no problems on that score at all in my experience.</p><p></p><p></p><p></p><p>Heroic Paths in a normal D&D game may seem a little powerful but in Midnight they server a different purpose and instead provide the layers a little bit of an edge to help them out. Bare in mind the majority of those around them will be hostile towards them the moment they overtly act against the Shadow of the North, and the limitations on what equipment is available magical or otherwise from the beginning is lessened thanks to the benefits the paths provide.</p><p></p><p></p><p></p><p>So long as your story explains it and the presence of these items in your PC's hands makes sense then I do not see any reason myself why it would be over the top. Quite a few story hooks could arise from how or why they have these items, perhaps they have no idea of the true potential in thier hands via these items, or maybe they have legacies none of them ever imagined... the possible explanations are endless.</p><p></p><p></p><p></p><p>I like it, our games have been very atmospheric, dark and frightening, a sense of being pursued and that danger lurks everywhere... its easy to assume there is no chance and no hope but its the little things that matter, every act of defiance every success against the shadow makes the players feel that little bit more hope, that little bit more sense that maybe they can make a difference. </p><p></p><p><strong>Wombat Said</strong></p><p></p><p></p><p>Saying it is like LoTR but with different names is like saying The Matrix is like Tron but with different names... its a heck of a generalisation and only looks at both sides of the comparison at their basic form. Their are similarities sure, but the dynamic ends there. You say theres no hope, not of winning the war or of beating a god... yet games like FR pit characters among the plans and plots and against gods in the dozens... its no different and just as workable. Midnight isn't necessarily about winning the war its about the little victories, showing the shaodw of the north that hope still remains, that no matter how much he oppresses and punishes them that he will never break the spirit of hope and the desire to one day see things right. Every little victory be it against the lowliest orc or petty tyrant traitor prince, all the way up to thwarting the machinations of the Night Kings themselves matters... Midnight isn't about winning the war, its about winning the battles, showign that right and good survives now matter how hard the dark god tries to suppress it or wipe it out.</p><p></p><p>Not all games have to involve a showdown with the settings big bad ending with a nice big celebration with singing and dancing before the final credits.. <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></p><p>Dep[ends how they are presented, if you read the preview story on FFG's site, it presents very well I think how Heroic path benefits add to the mystique of a low magic setting and do not as you believe just throw the balance back towards that of a high magic setting.</p><p></p><p>Anything can be provideed in whatever light you wish to see it in order to give you the view of it you want to have.. if you believe something to not work and set your mind to it, then thats all it will ever be. However that does not mean that your impression is correct. As with any game setting you get from ti exactly what you put into it, all the setting does is provide you the bare bones..you have to lay the mapwork of veins and muscle and vital organs in order to breathe life into the beast yourself.</p></blockquote><p></p>
[QUOTE="Neo, post: 1272735, member: 4139"] [b]Gregor said[/b] The Spell Energy system works fine, it requires a little bit more bookkeeping than normal on the players part but the whole feel of low magic comes across well. Absolutely no problems on that score at all in my experience. Heroic Paths in a normal D&D game may seem a little powerful but in Midnight they server a different purpose and instead provide the layers a little bit of an edge to help them out. Bare in mind the majority of those around them will be hostile towards them the moment they overtly act against the Shadow of the North, and the limitations on what equipment is available magical or otherwise from the beginning is lessened thanks to the benefits the paths provide. So long as your story explains it and the presence of these items in your PC's hands makes sense then I do not see any reason myself why it would be over the top. Quite a few story hooks could arise from how or why they have these items, perhaps they have no idea of the true potential in thier hands via these items, or maybe they have legacies none of them ever imagined... the possible explanations are endless. I like it, our games have been very atmospheric, dark and frightening, a sense of being pursued and that danger lurks everywhere... its easy to assume there is no chance and no hope but its the little things that matter, every act of defiance every success against the shadow makes the players feel that little bit more hope, that little bit more sense that maybe they can make a difference. [b]Wombat Said[/b] Saying it is like LoTR but with different names is like saying The Matrix is like Tron but with different names... its a heck of a generalisation and only looks at both sides of the comparison at their basic form. Their are similarities sure, but the dynamic ends there. You say theres no hope, not of winning the war or of beating a god... yet games like FR pit characters among the plans and plots and against gods in the dozens... its no different and just as workable. Midnight isn't necessarily about winning the war its about the little victories, showing the shaodw of the north that hope still remains, that no matter how much he oppresses and punishes them that he will never break the spirit of hope and the desire to one day see things right. Every little victory be it against the lowliest orc or petty tyrant traitor prince, all the way up to thwarting the machinations of the Night Kings themselves matters... Midnight isn't about winning the war, its about winning the battles, showign that right and good survives now matter how hard the dark god tries to suppress it or wipe it out. Not all games have to involve a showdown with the settings big bad ending with a nice big celebration with singing and dancing before the final credits.. :) Dep[ends how they are presented, if you read the preview story on FFG's site, it presents very well I think how Heroic path benefits add to the mystique of a low magic setting and do not as you believe just throw the balance back towards that of a high magic setting. Anything can be provideed in whatever light you wish to see it in order to give you the view of it you want to have.. if you believe something to not work and set your mind to it, then thats all it will ever be. However that does not mean that your impression is correct. As with any game setting you get from ti exactly what you put into it, all the setting does is provide you the bare bones..you have to lay the mapwork of veins and muscle and vital organs in order to breathe life into the beast yourself. [/QUOTE]
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