J-Dawg said:
...
Following that comparison, a natural goal of a Midnight campaign would be to cast the PCs in the "Earendil role"; that of seeking out the old gods and returning them to Aryth to end Izrador's reign of terror.
I realize this kinda defeats the purpose of the "we're so dark and grim" vibe of the setting ...
So, does this sound like an interesting take on Midnight ....
J-Dawg, I like your idea a lot.
I frankly don't understand the recent trend for campaign settings being so "dark," "grim," and (by any degree of realism) utterly hopeless.
For me, playing D&D only has a point if there's some reasonable hope of making a difference for the better.
I've been playing in the Midnight campaign setting for some months. Previously, I've played in the World of Greyhawk and Forgotten Realms.
I perceive (and these are my personal perceptions, so please let no-one take offense) very serious detractions in the Midnight campaign:
- Elves and dwarves are very limited in the settings in which they can be played;
- Clerical classes have uncertain access to powers;
- Magic and magic items are serious liabilities far more than aids, identifying oneself as an enemy and attracting attention;
- Success and character advancement eventually draws overwhelming force.
I see the Midnight campaign as the "Fellowship of the Ring - Lost." There is no balance left. The human kingdoms are conquered, the elven and dwarven kingdoms are doomed, and what resistance remains is being systematically hunted down and exterminated.
The future of the Midnight world is the inevitable eradication of all good and the total collapse of literacy, crafts, and commerce. A truly dark age of small impoverished communities eking out a bare subsistence survival with no prospect for Renaissance.
Unless balance can be restored, I personally find the Midnight campaign a singularly pointless game setting.